EasyFlightModel UE4 tutorial – ep.1 (setup)
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EasyFlightModel UE4 tutorial – ep.1 (setup)

September 6, 2019

welcome to EasyFM tutorial, in this first
episode I’m going to show you how to install the plugin, how to enable it, and
maybe how to create your first actor with EasyFM enabled. ok so
once you download this plug-in you’re gonna get a zip file called easyfm.zip, just open it, and now there’s two places in which it can be installed.
either you’re going to install it directly into the engine, epic games/
current version of the engine. at the moment we are at 4.10 , 4.11
version of the plug-in binaries will be released as soon as the final 4.
11 is ready, at the moment you can actually use it with 11 but you’re
gonna have to compile it yourself, again I’ll make binaries as soon as 4.11 is
done. ok so let’s install it, 4.10
/engine/plugins/runtime just copy it right there, I already done it sorry about that alternatively you can install it into
plugins folder of your current project. if you don’t have plugins folder
just create one and copy it there so now that you have it installed you’re
probably going to need to restart the editor, and it’s going to show up under
plugins/ gameplay , there it is, okay just enable it
this is going to need one more restart, and once it gets done the
plugin should be enabled for the current project. and it’s enabled now
so let’s create some actor using it. you can use a blueprint for this one, and
since this is going to be user controllable playable actor, you’re gonna
base it on a pawn, like this. let’s add a camera so we can see what we are doing.
and now we’re going to need to add some mesh, the easyFM works both with
static and skeletal meshes however for this tutorial we are going to use static
mesh because it it’s less setup. in some later episode I can show how to use it
with skeletal meshes, for now we’re going to use static. I have already imported
some mesh, it’s not very good but it’s gonna do for now, now let’s make camera
child object of this mesh and put it somewhere so we can see what we’re doing ok add this actor somewhere to the scene
,let’s say here, and it’s gonna auto posses player, now if we try to play it, as
you can see, not much happens. that’s because this object doesn’t have any
physics associated with it, so let’s change that. there’s our static mesh and let’s
enable simulate physics. now one more thing that needs to be done
for easy FM to work correctly is to turn off linear damping, because easy FM
simulates its own air resistance. so this one is unnecessary, so let’s set it
to zero, and let’s try playing now. well we’re moving now, but not really flying.
it’s more like falling like a brick, so let’s add an easyFM component
and make it a child object of this static mesh. now it’s going to apply
forces to mesh it’s parented to, in our case it’s this plane. of course we need
to do some setup. enabled of course. substep…now there’s a little known
function of the Unreal Engine that easy FM can take advantage of, and
that’s physics substepping. now what it does is
it runs physics engine at higher framerate then the game itself, and basically
giving you more accurate physics simulation. I have already enabled it in
the project settings. now one one variable that needs to be set up is max substep delta. now this is the lowest framerate the physics engine
can run at. in other words if you set it to 0.01 it’s gonna tick every every
100th of a second, in other words the physics engine will run at 100 FPS
regardless of what framerate the game is running at. and of course you need to
enable it here as well so we get it can take advantage of it. scaled mass will
multiply lift drag and other forces by the mass of the of the parent object,
let’s enable it. scale moment of inertia does the same, except with angular forces
and it multiplies it by, let’s call it rotational mass of the object. we’re
gonna enable this one as well. draw debug, I have included some debug
functions. it’s helpful data like altitude, airspeed, angle of attack, and
others. we’re gonna show them and also we can leave a trail so we can see where
where we’re going. now let’s see what happens if we try to play it… well we’re
still falling but now we know why. that’s because we get zero lift. and how to
change that, we gonna see in the next episode

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  1. Wow, this is exactly what I've been looking for and I've been searching for flying tutorials for the last month at least. The others were nice, but this is the advanced stuff I was looking for! Could you add tags in your video, like "flying tutorial", "jet", etc. because I'm sure there are others who are looking for just this as well!

  2. Was the Substep option (7:00) removed in the current version? I have it enabled in Project Settings, however it's not appearing as an option in the EasyFM component details for the blueprint. Looking forward to this integration, thanks!

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