Starship quick start
This guide takes you from an empty level to a ship you can fly, land, take into space and board on foot. It assumes Starship is installed.
1. Fly the included ship
Section titled “1. Fly the included ship”-
Drop
BP_Starshipinto your level. It is a Blueprint ofAStarshipPawn, and it is ready to fly as-is: the lander mesh, vectoring engines, exhaust FX, landing gear and HUD are already set up. -
Make sure the Enhanced Input assets are assigned: the input mapping context and the thrust, strafe, climb, roll, look, stabilize and interact actions. Sample assets are included.
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Set Auto Possess Player on the ship so you fly it directly. (To walk up and board it instead, leave it Disabled; see Board it on foot.)
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Press Play. Thrust to fly, and climb up or down to change altitude. Release the controls and the ship holds its position in the air.
Below FlyingElevation (5000 by default) the ship is Hovering: it holds altitude, stays level with no tilt or roll, and moves relative to the camera. Climb to FlyingElevation and it switches to Flying: it turns to fly where you look, with full tilt and bank.
2. Land and take off
Section titled “2. Land and take off”-
While Hovering, descend to the hover floor,
MinHoverElevation(1000 by default). The ship won’t descend below it on its own. -
Keep holding descend. After
LandHoldTime(1 s) the ship commits to the landing and moves down to its rest height,LandedElevation, overLandingDuration(1.5 s). The landing gear deploys and the ship is Landed. -
To take off, hold ascend. The engines spool for
TakeoffDelay(1 s), then the ship lifts off.
Where you land matters. Over deep water, or ground too steep for the gear, the ship anchors instead: it holds a hover just over the surface with the gear up and the door open. Shallow water lands on the seabed. Take off from an anchor with climb up, the same as from Landed. See Landing on water and steep ground.
3. Fly into space
Section titled “3. Fly into space”-
Climb high enough that gravity falls away. The ship enters space.
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With the engines online, the ship is in SpaceFlight, a fast zero-g throttle-cruise. Push thrust to wind the cruise speed up, pull it to wind the speed down, and release to hold the current speed.
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Steer where you want to go. The held speed travels along the nose, so the velocity follows the ship as it turns.
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Head back toward a gravity field. With the approach auto-brake on (the default), the ship probes ahead and sheds speed, so it arrives at
MaxFlightSpeedinstead of slamming in at cruise speed.
A ship that starts in space (spawned or parked there) is Floating: its engines are cold, it ignores input and it drifts. Hold climb up to run the engine-start sequence (the door closes and the engines spool, with no ascent), and the ship enters SpaceFlight.
4. Board it on foot
Section titled “4. Board it on foot”-
Leave Auto Possess Player on the ship Disabled, and play as your own on-foot character.
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Walk up to the ship. When your character overlaps its InteractionVolume, the “Press [key] to Pilot” prompt appears. The key text is read live from the bound Interact action.
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Press Interact. You take control of the ship, and your character is attached to it with its movement disabled.
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Land, then press Interact at the “Press [key] to Disembark” prompt. Your character is detached at the interaction volume and gets control back.
Your character needs no changes: the interact binding is injected onto its Enhanced Input. The InteractionVolume is movable, so you can place it where it suits your hull. Other players who walk up to a piloted ship get the same prompt to board as passengers; see Piloting and passengers.
5. Use your own hull
Section titled “5. Use your own hull”The flight system is mesh-agnostic, so you can build any hull from the components.
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Make a Blueprint from
AStarshipPawnand assign your ship’s static mesh to ShipMesh. -
Add **
UStarshipEngineComponent**s for the engines. The includedBP_HoverEngine(hover thruster) andBP_HyperEngine(main/cruise engine) presets show both roles set up. To make an engine swivel, raise itsMaxPitchDeflectionorMaxYawDeflection; both are 0 (locked) by default. -
Add **
UStarshipLandingGearComponent**s, one per strut, and place each on the hull: its transform is the mount point. Assign an upright sleeve mesh (EncloseMeshAsset) and leg mesh (FootMeshAsset), or start from the includedBP_LandingGear. SetDeployDurationto match yourLandingDuration. -
Wire the Enhanced Input actions: thrust, strafe, climb, roll, look, stabilize and interact.
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Wire the Blueprint events you need for your HUD, such as On Flight State Changed and Show Prompt / Clear Prompt for the board prompt. The included HUD widgets and prompt widget are wired to these events on
BP_Starship.
Settings to tune first
Section titled “Settings to tune first”| Setting | Default | What it does |
|---|---|---|
ForwardThrust / StrafeThrust / VerticalThrust |
4000 / 3000 / 3000 | Thrust accelerations (cm/s²) |
Mass |
1000 | Scales thrust into acceleration |
MaxHoverSpeed / MaxStrafeSpeed |
2000 / 1500 | Hover speed cap / lateral speed cap |
MaxFlightSpeed |
6000 | Speed cap while Flying or Floating (cm/s) |
MaxSpaceFlightSpeed |
100000 | Cruise speed cap in SpaceFlight (cm/s) |
bStabilize |
on | Flight assist: throttle-cruise when on, raw Newtonian when off |
MinHoverElevation |
1000 | Hover floor: the ship won’t descend below it on its own |
FlyingElevation |
5000 | At or above this elevation, Flying is enabled |
LandHoldTime / LandingDuration / TakeoffDelay |
1 / 1.5 / 1 s | Hold time to commit / vertical move time / take-off spool delay |
MaxPassengers |
4 | Passenger seats |
Thrust and speed settings are on the ship’s UStarshipMovementComponent. Passenger and networking settings are on the pawn.
Where to next
Section titled “Where to next”- Features covers the flight states, vectoring engines, landing gear, passengers and multiplayer.
- Troubleshooting covers ships that ignore input in space, landings that end in a hover, and engines or gear that don’t move.
