Create a Helicopter Game Control System in Unreal Engine 4
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Create a Helicopter Game Control System in Unreal Engine 4

Learn how to setup the movement system for a Duel Stick, Arcade Helicopter Game in UE4.
4.6 (31 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
281 students enrolled
Created by ThunderSteed Ltd.
Last updated 7/2016
Current price: $10 Original price: $20 Discount: 50% off
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  • 2.5 hours on-demand video
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Build an Unreal Engine 4 Prototype from the ground up using the amazing Blueprint system.
  • Setup models with materials and textures.
  • Setup a Playable Helicopter based on a Duel Stick Input system.
  • Setup a Skeletal Mesh to use Parameter Driven Animation.
  • Drive animations using parameters from a pawn \ character.
View Curriculum
  • It would be beneficial if students watched the UE4 starter videos on Epic Games' YouTube channel.
  • Students will require access to Unreal Engine 4 which can be downloaded for free from Epic Games' Unreal Engine website.
  • Access to a Duel Stick controller such as an XBOX 360 controller is beneficial.

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.

Who is the target audience?
  • This course is meant for those who are fairly new to Games Design and UE4 Development.
  • This course is not for you if you are after C++ or advanced programming content.
  • This course is not for you if you are after 2D / 3D art tutorials.
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Curriculum For This Course
Expand All 21 Lectures Collapse All 21 Lectures 02:41:07
Setting up the Game Project
2 Lectures 08:35

Introduction to the Course and a sneak peak at the functions and features you will build!

Preview 01:59

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.

Preview 06:36
Setting up the Key Assets
4 Lectures 32:51

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.

Preview 07:40

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.

Setting up the Animation Blueprint

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.

Character Blueprint Creation

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.

Game Mode
Creating the Helicopter Control System
6 Lectures 32:16

In this lecture, you will begin to build up the control system by making the basic movement based on left stick input.

Creating Basic Movement

In this lecture, you will continue to develop the control system by implementing a basic rotation system based on the right stick input.

Creating a Basic Rotation System

In this lecture, you will take the basic rotation system from lecture 8 and improve it by smoothing out the rotation using interpolation.

Improving the Rotation System 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.

Fixing the Zero Input, Return to Zero Rotation Bug

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.

Adding Pitch & Roll to the Helicopter Using Movement Direction

In the final lecture of the control system setup, you will implement the inputs from the triggers to adjust the flying height.

Flight Height Adjustment
Completion of the Animation System
6 Lectures 53:37

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.

Calculating Rotation Speed of Main 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.

Calculating Rotation Speed of Tail Rotor

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.

Creating a Function to Rotate Bones Based on a Speed Variable

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.

Creating an Animation Blueprint Event Graph to use Actor Blueprint Variables

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.

Creating a Landing Detection System

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.

Stopping Movement During Landing
Adding a Few Extras
2 Lectures 25:13

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 - The audio clip is licensed under the Creative Commons 0 License.

Adding Audio

This video covers how to add in a "start camera", using blueprint timeline nodes.

Adding a Start of Game Camera
Extra Lectures & Fixes
1 Lecture 08:35

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).

Fixing the Landing System in Unreal 4.9 or above
About the Instructor
ThunderSteed Ltd.
4.5 Average rating
84 Reviews
982 Students
3 Courses
Games Development Company

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.