
This update introduces the first major feature built on the new architecture: the Scarab now has a conventional flight mode. You can now switch from VTOL to wing-borne flight and back again.
Getting this to work required a deep refactor of the project’s core. I’ve moved all the gameplay logic to Unreal Engine 5’s Gameplay Ability System (GAS), which now drives the JSBSim physics back-end.
Honestly, the main reason for this overhaul was flexibility. The old code was becoming difficult to extend, and adding something like a new flight mode would have been a huge headache. The new system is modular. The switch between modes is now a self-contained Gameplay Ability that checks the aircraft’s state using Gameplay Tags.
This is exciting for me because it proves the architecture works. It also means the simulator is no longer hardcoded to just one type of flight. The new foundation is flexible enough to handle almost anything I can think of down the line – ground, sea, or even space vehicles are now a real possibility instead of a rewrite.
Let me know what you think. This new system is complex, and I’m sure there are bugs I haven’t found. Please share any feedback, issues, or ideas on the Discord or GitHub
