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- Space-Flight cruise: a new
SpaceFlight state. Engines online in space give a fast zero-g throttle-cruise: push to accelerate, pull to slow, release to hold speed, and steering carries the velocity with the nose. A ship parked cold in space (Floating) powers up with hold-climb, like a take-off.
- Water and steep-slope anchoring: a new
Anchored state. Landing over deep water or ground too steep for the gear holds an anchored hover (gear up, door open, engines running) instead of tipping. Shallow water lands on the seabed. New MinLandableWaterDepth, MaxLandingSlopeDeg and AnchorElevation settings.
- Approach auto-brake: the ship probes ahead and sheds speed on its own, for gravity fields in cruise (arriving at atmospheric speed) and for collisions while Flying. New On Approach Braking Changed event for a HUD light.
- Thrust-vectoring engines: the engine component’s nozzles physically swivel to vector thrust, leaning into turns, tilting against gravity for a VTOL look and canting for roll. Optional differential power (strafe and brake thrusters), per-engine roles and power-scaled procedural flame shells. Engines drive themselves from the flight state, or take a manual
SetPower.
- Telescoping landing gear: new
UStarshipLandingGearComponent, a drop-in strut that builds its own sleeve and leg from your meshes, deploys on landing, retracts on take-off and line-traces the floor per strut. Correct on every machine and for late joiners.
- Door interaction: a character at the ship’s door in space can open it from outside, and
SetMainDoorOpen exposes manual door control to Blueprint.
- New queries:
AreEnginesOnline, IsLandingGearDeployed, IsApproachBraking, and GetEnginePowerDemand / GetThrustState / GetTurnIntent / GetRollInput for engine auto-power and vectoring.
- Supports Unreal Engine 5.4 to 5.8. All 1.1 multiplayer and passenger features are included and unchanged.
- Multiplayer: the pawn is now network-replicated with a client-authoritative flight model, for listen and dedicated servers. The piloting machine runs the flight sim and relays its transform, velocity and cosmetic state to the server, which fans it out to every other machine. Possession, boarding and seating are server-authoritative.
- Smooth proxy interpolation: machines that are not simulating the ship chase the replicated transform instead of snapping, tunable with
ProxySmoothingSpeed.
- Passengers: a piloted ship seats up to
MaxPassengers riders, using the same key-aware prompt as the pilot. Players and NPCs can be seated (BoardPassenger / UnboardPassenger), anyone on or beside the ship is auto-seated at take-off, and turning off bPassengerExitRequiresLanded allows mid-flight bail-outs.
- No character changes: passengers’ board and leave requests route through a runtime-injected
UStarshipRiderComponent on their own character, with no edits to your Character or PlayerController.
- New Blueprint events and queries: On Local Pilot Begin/End, On Passenger Boarded/Left, On Local Passenger Begin/End,
GetPilot, GetPassengerCount and HasFreeSeat.
- Initial release: a 6DOF anti-gravity spacecraft pawn with four auto-detected flight states (
Landed, Hovering, Floating, Flying), footprint box-sweep ground detection, timed hover, land and take-off sequences with auto-land on spawn, limited auto-roll banking, a gravity-aligned free-orbit camera, the reusable UStarshipEngineComponent, on-foot boarding and disembarking with key-aware prompts and injected input, gravity read through IStarshipGravitySource with an optional reflection bridge, and HUD-ready Blueprint events. Single-player only.