Frontier Pilot Simulator 2 ModKit Documentation

⚠️ The Unreal may crash on the first launch. It happens, nothing is broken: close Unreal and start it again.
Sometimes it takes two, sometimes three attempts – until it opens normally. After that it runs stably.

  • What a mod is
  • DA_Aircraft – the assembly point of an aircraft
  • Parts are the foundation
  • Other required aircraft files
  • What you do not have to write

  • The GameFeatures plugin
  • Create the mod plugin
  • The GameFeatureData asset — the Details tab
  • Checklist

  • What must be ready before the blueprint
  • Create the aircraft blueprint
  • Mesh and animation
  • Camera
  • Engine data for effects
  • Checklist

  • What must be ready before the blueprint
  • Create the Animation Blueprint
  • The AnimationInput inputs
  • The example in the kit

  • Create and assign the part
  • Structure
  • Maximum deflection angles – OpenRotationDegrees
  • The multiplier – OpenTranslation
  • The deflection config comes from the first bone only
  • Order is critical
  • How it works
  • Plane mode: no record is required
  • Visuals are not here
  • Validation
  • Verify
  • Example: full stick – 45°
  • Checklist

  • Where the model lives
  • The naming rule: three names match
  • One folder per flight mode
  • What ties the model to the aircraft
  • The structural frame and StructuralFrameOrigin
  • Model orientation: nose along the X axis
  • Installing the model into the game
  • Verify
  • Checklist

  • Where to create it
  • Fields: what is required
  • AircraftId
  • AvailableFlightModes: modes and JSBSim settings
  • Checklist

  • Launch profile
  • Which fields to change
  • Run
  • Where it goes in the game
  • Check
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