HoverDrive
Physics-based hover, flying and drone movement for any pawn: spring-damper hover points, a ready-to-drive hover pawn, banking, terrain following, 6-DOF flight mode, boosβ¦
Highlights
All 18 features βHoverDrive turns any physics-simulating pawn into a hover bike, anti-gravity racer, hover tank, flying drone or 6-DOF ship. Add the Hover Drive component, or drop in the ready-to-drive Hover Drive Pawn with its physics hull, body mesh, chase camera and keyboard and gamepad bindings, and press Play.
Hover points are spring-damper raycast thrusters placed by socket or relative offset. They carry the craft at its hover height, follow hills, ramps and loops, ignore walls steeper than the maximum slope and soften hard landings. The drive model adds throttle, reverse, strafe and turning with a top speed, air control while airborne, lateral grip for tight cornering, drifting with reduced grip and sharper turns, and an air brake that multiplies drag. The visual mesh banks into turns and pitches under acceleration within your limits, without ever disturbing the physics.
Switch to flight mode at any time for full 6-DOF control: gravity is compensated, every released axis is braked, a PID auto-level keeps the craft upright, and altitude hold keeps it at its absolute altitude or at its height above the ground, so a released drone simply hovers in place. Boost draws on an energy pool with drain, recharge delay and recharge rate.
Hover over water and other liquids with a dedicated liquid trace channel, and give each physical surface type its own rule: hover or look through, force scale and drag scale. Hover Drive Influence Volumes add wind with gusts, updrafts, low-gravity or zero-g zones and drag fields with soft edges.
Every hover point reports its thruster output from 0 to 1 for particles, lights and audio, and events fire for thrust changes, landing impacts, touchdown, take-off, mode changes, boost and energy, and influence volumes. A telemetry struct reports speed, altitude above ground, grounded points, energy, thrust, air time and mode for HUDs and AI. In multiplayer the owning client sends its input to the server, the server simulates and owns energy, boost and mode, and the engine's physics replication moves every client. The HoverDrive.Debug console variable draws hover rays, forces and live telemetry.
HoverDrive is part of the Alpha XP collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it uses only engine-level physics so it behaves the same on PhysX and Chaos, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.
Key features
- Hover Drive component with any number of spring-damper raycast hover points (sockets
- Ready-to-drive Hover Drive Pawn with physics hull, body mesh, chase camera and default
- Throttle, strafe, turn, lift, pitch and roll input functions for Blueprint and C++
- Visual banking into turns and pitch under acceleration, with limits
- Terrain following with adjustable hover height, height range and maximum slope
- Flight mode: full 6-DOF drone and flyer control with stabilised hovering in place
- Altitude hold: absolute altitude or height above ground
- Boost with energy pool, drain, recharge delay and recharge rate
- Drift with reduced lateral grip and sharper turning, air brake with drag multiplier
- Hover over water and liquids with a liquid trace channel
- Per physical-surface rules: hover or look through, force and drag scale
- PID auto-level stabilisation with strength, damping and integral settings
- Influence volumes: wind with gusts, lift, gravity scaling and drag with soft edges
- Thruster output per point (0-1) and events for VFX and audio, including landing impacts
- Grounded and airborne events with air time and an air control factor
- Telemetry struct: speed, altitude above ground, grounded points, energy, thrust, mode
- Server-authoritative input replication with replicated mode, energy and boost
- HoverDrive.Debug console variable drawing rays, forces and telemetry
Blueprint & C++ API
Every call is reachable from more than one place β pick the entry point that fits your project:
| Class | Type | Nodes | Use it for |
|---|---|---|---|
| HoverDriveComponent | Actor component | 40 | Physics-based hover / flight movement for any pawn or actor whose root is a physics-simulating primitive. |
| HoverDrivePawn | Pawn | 11 | Ready-to-drive hover craft: a physics-simulating box hull, a visual body mesh (banked by the hover drive), a chase camera and a Hover Drive component. |
| HoverDriveInfluenceVolume | Actor | 3 | Box-shaped area that changes how hover drives behave inside it: wind with gusts, extra lift (updrafts, boost pads), gravity scaling (low-g or zero-g zones), dra⦠|
Callable runs when executed Β· Pure no exec pin, returns a value
Input 22
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Throttle Input(Value: Float) | Callable | Component | Forward (+) / reverse (-), -1..1. |
| Set Strafe Input(Value: Float) | Callable | Component | Strafe right (+) / left (-), -1..1. |
| Set Yaw Input(Value: Float) | Callable | Component | Turn right (+) / left (-), -1..1. |
| Set Lift Input(Value: Float) | Callable | Component | Up (+) / down (-), -1..1. Hover mode: hover height. Flight mode: climb. |
| Set Pitch Input(Value: Float) | Callable | Component | Nose up (+) / down (-), -1..1 (flight mode). |
| Set Roll Input(Value: Float) | Callable | Component | Roll right (+) / left (-), -1..1 (flight mode). |
| Set Boost Input(Pressed: Boolean) | Callable | Component | |
| Set Drift Input(Pressed: Boolean) | Callable | Component | |
| Set Air Brake Input(Pressed: Boolean) | Callable | Component | |
| Set Input(New Input: Hover Drive Input) | Callable | Component | Sets the whole input at once (AI, replays, custom input systems). |
| Clear Input | Callable | Component | Resets every axis and button. |
| Get Input() β Hover Drive Input | Pure | Component | The input in effect on this machine (local input, or the replicated input on other clients). |
| Throttle(Value: Float) | Callable | Pawn | |
| Strafe(Value: Float) | Callable | Pawn | Strafe right (+) / left (-). |
| Turn(Value: Float) | Callable | Pawn | Turn right (+) / left (-). |
| Lift(Value: Float) | Callable | Pawn | Up (+) / down (-): hover height in hover mode, climb in flight mode. |
| Pitch(Value: Float) | Callable | Pawn | Nose up (+) / down (-) in flight mode. |
| Roll(Value: Float) | Callable | Pawn | Roll right (+) / left (-) in flight mode. |
| Boost(Pressed: Boolean) | Callable | Pawn | |
| Drift(Pressed: Boolean) | Callable | Pawn | |
| Air Brake(Pressed: Boolean) | Callable | Pawn | |
| Toggle Flight Mode | Callable | Pawn |
Flight 4
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Mode(New Mode: Hover Drive Mode) | Callable | Component | Switches between hover and flight mode (sent to the server from owning clients). |
| Toggle Flight Mode | Callable | Component | |
| Get Mode() β Hover Drive Mode | Pure | Component | |
| Is Flying() β Boolean | Pure | Component |
Hover 3
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Target Hover Height(New Height: Float) | Callable | Component | Sets the target hover height (clamped to Min/Max Hover Height; sent to the server from owning clients). |
| Get Target Hover Height() β Float | Pure | Component | |
| Set Hover Points(New Points: Array of Hover Drive Point) | Callable | Component | Replaces the hover points at runtime (empty = generate four corner points). |
Telemetry 1
| Node | Type | Available on | Description |
|---|---|---|---|
| Get Telemetry() β Hover Drive Telemetry | Pure | Component | Telemetry snapshot (speed, altitude, grounded points, energy, mode...). |
Thrusters 6
| Node | Type | Available on | Description |
|---|---|---|---|
| Get Point States() β Array of Hover Drive Point State | Pure | Component | State of every hover point (thrust 0-1, distance, surface, impact point). |
| Get Point Thrust(Point Index: Integer) β Float | Pure | Component | Thruster output 0-1 of one hover point (0 for an invalid index). |
| Get Point Location(Point Index: Integer) β Vector | Pure | Component | World location of one hover point's thruster (for attaching VFX). |
| Get Hover Point Count() β Integer | Pure | Component | Number of hover points in use (including generated ones). |
| Get Hover Thrust() β Float | Pure | Component | Average hover thruster output 0-1. |
| Get Drive Thrust() β Float | Pure | Component | Drive (engine) output 0-1. |
State 4
| Node | Type | Available on | Description |
|---|---|---|---|
| Is Grounded() β Boolean | Pure | Component | |
| Get Grounded Point Count() β Integer | Pure | Component | |
| Get Air Time() β Float | Pure | Component | Seconds since the craft left the ground (0 while grounded). |
| Get Ground Normal() β Vector | Pure | Component | Average normal of the surfaces under the grounded points (world up when airborne). |
Boost 4
| Node | Type | Available on | Description |
|---|---|---|---|
| Get Energy() β Float | Pure | Component | |
| Get Energy Ratio() β Float | Pure | Component | |
| Is Boosting() β Boolean | Pure | Component | |
| Add Energy(Amount: Float) | Callable | Component | Adds (or removes, when negative) boost energy. Server only; ignored on clients. |
Influence 5
| Node | Type | Available on | Description |
|---|---|---|---|
| Get Active Influence Volumes() β Array of Hover Drive Influence Volume | Pure | Component | Influence volumes currently acting on the craft. |
| Get Current Influence() β Hover Drive Influence | Pure | Component | Combined influence of all volumes at the craft's position this frame. |
| Get Influence At(World Location: Vector) β Hover Drive Influence | Pure | Actor | Influence at a world location: unweighted values plus the edge-falloff Weight (0 outside). |
| Get Weight At(World Location: Vector) β Float | Pure | Actor | Edge-falloff weight 0-1 at a world location (0 outside or when disabled). |
| Set Extent(Half Extent: Vector) | Callable | Actor | Sets the size of the area (half extents, cm, before actor scale). |
Setup 2
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Physics Target(New Target: Primitive Component) | Callable | Component | Physics body driven by the component (default: the owner's root primitive). |
| Get Physics Target() β Primitive Component | Pure | Component |
Banking 2
| Node | Type | Available on | Description |
|---|---|---|---|
| Set Banking Target(New Target: Scene Component) | Callable | Component | Component tilted by the visual banking (its relative rotation at this call is kept as the rest pose). |
| Get Bank Rotation() β Rotator | Pure | Component | Current visual bank (Roll) and pitch (Pitch) in degrees. |
HoverDrive 1
| Node | Type | Available on | Description |
|---|---|---|---|
| Get Hover Drive() β Hover Drive Component | Pure | Pawn |
Events & delegates
Bind these in Blueprint (drag off the object β Bind Event) or with AddDynamic in C++.
| Event | Parameters | Fires on | When it fires |
|---|---|---|---|
| On Grounded | Air Time (Float) | HoverDriveComponent | Fires when the craft touches down (any speed). |
| On Airborne | β | HoverDriveComponent | Fires when the craft leaves the ground. |
| On Landing Impact | Impact Speed (Float), Location (Vector) | HoverDriveComponent | Fires on a hard touchdown (downward speed above Landing Impact Min Speed): camera shake, dust, sound. |
| On Thrust Changed | Hover Thrust (Float), Drive Thrust (Float) | HoverDriveComponent | Fires when the average hover thrust or the drive thrust changed by Thrust Event Threshold: engine VFX and audio. |
| On Mode Changed | New Mode (Hover Drive Mode) | HoverDriveComponent | Fires when the movement mode changes (on every machine). |
| On Boost Changed | Is Boosting (Boolean) | HoverDriveComponent | Fires when boosting starts or stops (on every machine). |
| On Energy Depleted | β | HoverDriveComponent | Fires when the boost energy runs out. |
| On Influence Volume Changed | Volume (Hover Drive Influence Volume), Entered (Boolean) | HoverDriveComponent | Fires when the craft enters or leaves an influence volume. |
| On Hover Drive Entered | Hover Drive (Hover Drive Component) | HoverDriveInfluenceVolume | Called when a hover drive enters the volume. |
| On Hover Drive Exited | Hover Drive (Hover Drive Component) | HoverDriveInfluenceVolume | Called when a hover drive leaves the volume. |
Options & enums
| Enum | Values |
|---|---|
| Mode | Hover Flight |
| Altitude Hold | None Absolute Altitude Above Ground |
Compatibility
One ready-made build per engine version is included in the download β copy the one that matches your project.
| Platform | Supported in |
|---|---|
| Windows | Editor & packaged |
| macOS | Editor & packaged |
| Module | Type | Loading phase |
|---|---|---|
| HoverDrive | Runtime | Default |
Technical details
| Code modules | HoverDrive (Runtime) |
|---|---|
| Blueprints | 0 Β· C++ classes: 3 |
| Network replicated | Yes |
| Development platforms | Windows: Yes, Mac: Yes |
| Target build platforms | Win64, Mac |
| Third-party software | No |
| Engine versions | Unreal Engine 4.27 Β· 5.8 β a build for each is included |
| C++ classes | 3 + 6 structs |
| Blueprint nodes | 54 |
| Events | 10 |
| Documentation | Documentation.html (in the download) |
| Download | HoverDrive.zip Β· 168 KB |
| Version | v1.0.0 |
What's in the download
| File | What it is |
|---|---|
| HoverDrive 4.27.zip | Plugin build for Unreal Engine 4.27 |
| HoverDrive 5.8.zip | Plugin build for Unreal Engine 5.8 |
| Documentation.html | Documentation (open in a browser) |
Quick start
- Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
- Copy the HoverDrive folder into your project's Plugins/ folder (create it if needed).
- Open the project, enable HoverDrive under Edit βΊ Plugins and restart the editor.
- Right-click in any Blueprint graph and search Input β or include the public headers from C++.
- Package for your target platform (Windows, macOS).
Good to know
Built and verified warning-free for Unreal Engine 4.27 (PhysX) and 5.8 (Chaos). C++ classes: Hover Drive component, Hover Drive Pawn and Hover Drive Influence Volume. Only engine-level physics calls (forces, torques, traces) are used, so the behaviour is the same on both physics engines. Networking: the owning client sends its input to the server by RPC, the server simulates and replicates mode, energy and boost, and the engine's physics replication moves the clients. The Hover Drive Pawn shows the engine's basic cube until you assign your own mesh; no content assets are included. The module is enabled for Win64 and Mac; the code is platform-independent engine C++ with no OS-specific calls. Developed and maintained by Alpha XP.
Everything included
- Hover Drive component with any number of spring-damper raycast hover points (socketsβ¦
- Ready-to-drive Hover Drive Pawn with physics hull, body mesh, chase camera and defaultβ¦
- Throttle, strafe, turn, lift, pitch and roll input functions for Blueprint and C++
- Visual banking into turns and pitch under acceleration, with limits
- Terrain following with adjustable hover height, height range and maximum slope
- Flight mode: full 6-DOF drone and flyer control with stabilised hovering in place
- Altitude hold: absolute altitude or height above ground
- Boost with energy pool, drain, recharge delay and recharge rate
- Drift with reduced lateral grip and sharper turning, air brake with drag multiplier
- Hover over water and liquids with a liquid trace channel
- Per physical-surface rules: hover or look through, force and drag scale
- PID auto-level stabilisation with strength, damping and integral settings
- Influence volumes: wind with gusts, lift, gravity scaling and drag with soft edges
- Thruster output per point (0-1) and events for VFX and audio, including landing impacts
- Grounded and airborne events with air time and an air control factor
- Telemetry struct: speed, altitude above ground, grounded points, energy, thrust, mode
- Server-authoritative input replication with replicated mode, energy and boost
- HoverDrive.Debug console variable drawing rays, forces and telemetry
Platforms
Requirements
- Unreal Engine 4.27 and 5.8
- Develop on Windows (Win64)
- Blueprints and C++
In the download
Personal
One non-commercial project
- 1 activation seat
- 1 year of updates
- One end product
- Non-commercial use
- Community support
- 14-day refund window
Commercial
Ship paid products
- 5 activation seats
- 1 year of updates
- One paid end product
- Unlimited end users
- Priority support
- Source files
- 14-day refund window
Extended
Resell & white-label
- Unlimited activation seats
- Lifetime updates
- Unlimited end products
- White-label & resell
- 1-hour SLA
- Seat-free team use
- 14-day refund window
One purchase per product, no subscription. Each licence comes with a signed key β 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.
- v1.0.0Latest
- Unreal Engine 4.27 and 5.8
- Blueprint and C++ API, HTML documentation
Be the first to review HoverDrive β reviews come from customers who bought it, so every one is a verified purchase.
Frequently asked
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Personal β One non-commercial project. Commercial β Ship paid products. Extended β Resell & white-label. The Licences tab compares them side by side.
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1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.
How long do I get updates?
Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.
Can I get a refund?
Yes β paid licences can be refunded within 14 days, straight from your order page.
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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β In the download, so you can verify the file you receive.
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