The course will guide you through the creation and setup of a Helicopter Control System in Unreal Engine 4. The fully playable helicopter system is implemented entirely in blueprint, you are taken through the creation process in a step by step manner using video tutorials.
The video tutorials are focussed on setting up the helicopter assets, creating the controls system, implementing a parametrically driven animation solution and setting up dynamic helicopter audio, all working within Unreal Engine's Blueprint.
Students can expect to learn a variety of techniques that will help them setup a fully functioning helicopter in just over 2 hours of videos tuition.
This course starts with a blank project, we provide the helicopter 3d model and associated texture so that you can build the full project from the ground up.
This video tutorial series is delivered by an experienced instructor who is actively engaged in education and the industry.
Introduction to the Course and a sneak peak at the functions and features you will build!
In this lecture, you will create a new unreal project ready to start setting up as a helicopter game and assign the control inputs based on an XBOX 360 Controller.
The resources section of this video includes an image which has keyboard controls added for users who don't have access to a duel stick controller.
In this lecture, you will learn how to import an FBX skeletal mesh and set up a simple material using Unreal Engine's material editor.
In this lecture, you will set up the basics of out animation blueprint as you continue to create the key assets required for the helicopter control system.
In this lecture, we set up our playable asset, in this case a helicopter. The helicopter makes use of the built-in character system, utilising it's flying physics mode.
In the last lecture of setting up the key assets, you will create a game mode and player controller ready to start building the functionality in Bluprint.
In this lecture, you will begin to build up the control system by making the basic movement based on left stick input.
In this lecture, you will continue to develop the control system by implementing a basic rotation system based on the right stick input.
In this lecture, you will take the basic rotation system from lecture 8 and improve it by smoothing out the rotation using interpolation.
In this lecture, you will continue to iterativly improve the rotation system, this time fixing a bug where the helicopter returns back to it's default position.
In this lecture, you will implement the input from the left stick to further improve the rotation system, adding in Pitch and Roll to the helicopter.
In the final lecture of the control system setup, you will implement the inputs from the triggers to adjust the flying height.
In this lecture, you will begin to build the required functions to implement the parametric animation system, focussing on caculating the rotation speed of the top rotor.
In this lecture, you will create a function to calculate the rotation speed of the tail rotor. This function implements a rotation based ratio modifier, using the top rotor as a base speed.
In this lecture, you will create a function inside the Animation Blueprint to caculate the rotation of a bone using the speed variable. You will also discover the usefulness of Enumeration.
In this lecture it's time to start plugging the helicopter blueprint into the animation blueprint. At the end of this video you will have a helicopter you can fly around with working rotors.
This lecture focuses on adding in some gameplay functionality by developing a landing system. The landing system not only detects when the helicopter is on the floor but also caculates to see if the player wants to land or not.
In the final video of the section, you will finalise the landing system by fixing a few small bugs by disabling rotation and movement input once landing has begun.
This lecture shows you how to setup an audio system for the helicopter, modifying the playrate based upon the rotor speed.
Audio sample provided in resources section was download from https://www.freesound.org/people/UnderlinedDesigns/sounds/172667/ - The audio clip is licensed under the Creative Commons 0 License.
This video covers how to add in a "start camera", using blueprint timeline nodes.
This video lecture focuses on fixing the bug in the landing system from lecture 17 highlighted by a few of the students in later versions of the Unreal Engine (4.9 and above).
ThunderSteed is a new startup business founded by two experienced Games Development tutors, Greg Penninck & Stuart Butler.
Combined, Greg & Stu have over 15 years of games development & teaching experience, both with industry and education backgrounds.
ThunderSteed have a wealth of experience working with many different games development tools including Unreal Engine 4, 3D Studio Max, MotionBuilder, ZBrush, Photoshop & Unity.