1. What must be ready before the blueprint
| What | Required |
|---|---|
| Skeleton | yes |
| Skeletal Mesh | yes |
| Physics Asset | yes |
Creating the skeleton, Physics Asset, and Skeletal Mesh is outside the scope of this documentation. It is assumed that you already have them and know how to work with them..
2. Create the aircraft blueprint
- Content Browser → Add → Blueprint Class.
- In Pick Parent Class, expand All Classes and select
LetadloPawn(ALetadloPawn) - Name the asset using the BP_<AircraftName> convention (e.g., BP_MyPlane).
⚠️ The parent class is critical. The game only spawns a blueprint that derives from
ALetadloPawn.
The blueprint goes into your mod content: Plugins/GameFeatures/<ModName>/Content/Blueprints/.
3. Mesh and animation
Open the blueprint and select the AircraftMesh component (it already exists — inherited from the parent; do not add a second one).
AircraftMesh field | What to set |
|---|---|
| Skeletal Mesh | Your imported Skeletal Mesh |
| Anim Class | Your AnimBP class (derived from UBaseAircraftAnimInstance) |
| Materials | Mesh Materials |
The AnimBP is created on a separate page — here you already have it. An empty or incompatible
Anim Classmeans the bones will not animate, and Blueprint validation will report an error.
4. Camera
The Camera component already exists in the blueprint (created in C++). Do not add your own.
| Where | What to pick |
|---|---|
Camera component → Camera → Camera Reference | the CA_PlayerCamera Data Asset |
5. Engine data for effects
Engine data for effects is available right in the aircraft blueprint – through the inherited Replicated Animation Component.
| What is available | Type | Meaning |
|---|---|---|
Throttle | float | Current physical throttle value |
VFXThrottle | float | The throttle value exposed for VFX (remains 0 in ground mode) |
FinalRotation | Rotator | Final thrust vector rotation of the engine |
Use Get Engine State to retrieve these values: Replicated Animation Component → Get Engine State. Index is the engine number, using the same order as the engines in the JSBSim configuration. An out-of-range index returns an empty struct.
How it is done in the example mod
The kit ships a working example:
- Open
Plugins/GameFeatures/ModExample/Content/Blueprints/BP_ModExampleAircraft(in the Content Browser –/ModExample/Blueprints/BP_ModExampleAircraft); - In the Functions list on the left pick
Set VFX Engine Rotation and Thruster– it is called fromEvent Tick, once per engine; - See where the two outputs of
Break Replicated Engine Statego:VFXThrottle→ Set Variable Float on the Niagara component,FinalRotation→ Set Relative Rotation on the same component.
Build your own effects the same way: get the values with Get Engine State and feed them into your Niagara system.
6. Checklist
- Skeleton, physics asset and skeletal mesh are ready.
- The blueprint is created with the parent
LetadloPawn. AircraftMeshhasSkeletal MeshandAnim Classset.- The
Cameracomponent hasCA_PlayerCamerainCamera Reference. - Blueprint validation passes without errors.
