Watch the 4K showcase: https://youtu.be/lNWesBL7Fhk
AAA Fighters - Advanced Combat is a squadron of five heavily armed, game-ready fighters, each about 15 m long. Three wear a dark gunmetal livery with blue-steel panels: FT-012 (bat wing, twin fins), FT-003 (forward-swept wing, twin fins) and FT-017 (X wing, tall fin), each with four engines. Two wear crimson: FT-006, a big cranked delta with one large engine, and FT-015, forward-swept with one engine, a tall fin and canards. Every weapon and moving part is a separate mesh on a socket, so it can move in your game.
Every fighter has its own detailed cockpit at true human scale, sized for a 95th-percentile pilot: an ejection-style seat with cushions and a harness, lit multi-function displays with varied UI, a HUD combiner with faint symbology, side consoles with switch and key banks, a centre stick or side-stick, throttle, rudder pedals, equipment behind the seat and interior lights. Each ship has its own combination of panel shape, display count and colours, seat style, stick position and rear equipment, and the canopy opens to show it.
Documentation: a PDF guide is included inside every download - the Unreal Engine zip (setup, Blueprint API, maps), the Unity package (URP and HDRP setup, C# API, scenes) and the FBX and GLB zips.
Also for Unity (separate download, also on the Unity Asset Store): URP and HDRP, Unity 2022.3 or newer (HDRP as a nested package). The five ship prefabs with their cockpits, the AAFShip C# component (the same calls and events as the Blueprint: SetThrottle, SetGear, Fire, ReleaseStore, OpenCanopy, AimAt, OnFired, OnStoreReleased), particle effects for engines, guns, rockets and missiles, a 4-level LOD Group and convex Mesh Colliders on every ship, a Timeline showcase scene with a free-fly camera and an overview scene. Unity showcase video: https://youtu.be/eTRPhivnQNc
Motion and firing are Blueprints built on engine classes only - no C++, no plugin to compile - and every graph is commented, with tooltips on the functions and variables. Drop BP_AAF_Ship in a level, pick a ship data asset, and drive it from any Blueprint: SetThrottle, SetGear, Fire (guns, rockets, missiles), ReleaseStore, OpenCanopy and AimAt, with the events OnFired and OnStoreReleased. The included showcase map plays a looping demo of every motion, landing and opening the canopies, plus the three-minute camera-only cinematic seen in the video.
What you see is what you get: everything in the video and images is included in the pack, including the skybox.
COCKPITS (every ship)
Ejection-style seat with pillowed cushions, harness straps and buckle, head box and firing handle.
Main instrument panel with 2 to 6 lit multi-function displays (varied UI pages), soft keys, caution lamps and standby gauges.
HUD: projector, combiner glass and faint projected symbology (single or dual combiner).
Side consoles with switch and key banks and small displays; throttle; centre stick or side-stick; rudder pedals.
Equipment behind the seat (avionics racks, an oxygen bottle or a breaker wall), cable runs, and interior lights.
Display colours in orange, amber or white schemes; flat charcoal interior paint with satin trim.
WHAT MOVES AND FIRES (per ship)
Canopy: hinges open and closed (OpenCanopy); the ship's hover eases out while it is open.
Engines: throttle-driven nozzle glow, layered plume meshes, a Niagara jet with sparkles and heat haze, and a flickering nozzle light; engine rotors (intake fans and turbines: 6 on the gunmetal ships, 3 on the crimson ships) spin with the throttle.
Guns: two block guns and a ventral rotary gun (7 barrels on the gunmetal ships, 5 on the crimson ships; the rotary barrels spin up) with muzzle flash, smoke, a brief light pulse and tracers.
Launchers: two 6-tube rocket pods (ripple fire) and two 6-cell vertical missile launchers (the missile pops out, pitches over onto the heading and accelerates), each round with a motor flare and exhaust trail.
Stores: carried missiles (6 per ship, 4 on FT-015) that drop clear of their pylons, ignite and fly, then re-arm.
Landing gear: three legs retract and deploy.
Hover: a slow bob, sway and bank while idle.
GAME-READY
Nanite on every ship, piece and round mesh except the see-through canopy lid and cockpit glass, which render from their LOD chain. Every mesh keeps its LODs (screen sizes 1.0 / 0.25 / 0.12 / 0.05).
Hull including the cockpit: 36k-42k triangles at LOD0, down to about 2k at LOD3; a whole ship at rest (hull, cockpit, canopy, weapons, moving parts and carried stores) is 46k-53k triangles at LOD0.
Custom UCX convex collision on every hull, piece and round: 157 convex hulls in total (10 on each hull).
Sockets on every weapon and moving-part mount, store hardpoint and muzzle: 36-42 per ship.
Real-world scale, centimetre units, pivots at the mount points.
MATERIALS
One master material and a see-through canopy-glass material, applied piece by piece through a 14-slot material layout (hull paint, accent, bare metal, engine metal, weapon metal, gear, greeble, glass, windows, engine glow, lights, cockpit screens, interior paint, interior trim); 22-23 instances per ship.
Cockpit screens: an emissive screen material reading one shared UI atlas, with per-ship display colours; flat matte interior paint and satin trim.
Nine tileable 4K PBR surface sets (base colour, normal, ORM, mask) at real-world tile sizes, a per-ship overlay for grime, dust and worn edges, and anti-aliased hazard stripes.
Registry numbers and hull labels from a 4K stencil-font SDF atlas: crisp at any distance.
See-through canopy glass with a metal frame.
INCLUDED
5 fighters with cockpit interiors and 5 ship data assets: 97 ship static meshes (5 hulls, 58 weapon, moving and glass pieces, 34 rounds) plus 2 effect meshes.
6 fully commented Blueprints, 7 structs, 13 Niagara systems.
Showcase map with the space skybox, a 3-minute camera-only Level Sequence cinematic and a free-fly spectator mode.
Overview map with every ship, its hull LODs, every piece and round laid out and labelled, and a row of the effects.
The space skybox used in the video and images (8192x4096 long-lat sky and a 2048 cube).
Also as FBX and GLB (separate downloads): the five fighters with 2K PBR textures, gear down and canopy closed, for other tools and engines. The registry markings and grime overlay are in the Unreal version only.
Nothing in this pack requires attribution.