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, boos…

Malware-scannedSigned licence keyInstant downloadUpdates included
HoverDrive β€” screenshot 1
HoverDrive β€” screenshot 2
HoverDrive β€” screenshot 3
HoverDrive β€” screenshot 4
HoverDrive β€” screenshot 5
HoverDrive β€” screenshot 6
HoverDrive β€” screenshot 7
HoverDrive β€” screenshot 8
HoverDrive β€” screenshot 9
HoverDrive β€” screenshot 10
1 / 10
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
$11.99

HoverDrive 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.

54Blueprint nodes
10Events
2Engine builds
2Platforms

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:

ClassTypeNodesUse it for
HoverDriveComponentActor component40Physics-based hover / flight movement for any pawn or actor whose root is a physics-simulating primitive.
HoverDrivePawnPawn11Ready-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.
HoverDriveInfluenceVolumeActor3Box-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
NodeTypeAvailable onDescription
Set Throttle Input(Value: Float)CallableComponentForward (+) / reverse (-), -1..1.
Set Strafe Input(Value: Float)CallableComponentStrafe right (+) / left (-), -1..1.
Set Yaw Input(Value: Float)CallableComponentTurn right (+) / left (-), -1..1.
Set Lift Input(Value: Float)CallableComponentUp (+) / down (-), -1..1. Hover mode: hover height. Flight mode: climb.
Set Pitch Input(Value: Float)CallableComponentNose up (+) / down (-), -1..1 (flight mode).
Set Roll Input(Value: Float)CallableComponentRoll right (+) / left (-), -1..1 (flight mode).
Set Boost Input(Pressed: Boolean)CallableComponent
Set Drift Input(Pressed: Boolean)CallableComponent
Set Air Brake Input(Pressed: Boolean)CallableComponent
Set Input(New Input: Hover Drive Input)CallableComponentSets the whole input at once (AI, replays, custom input systems).
Clear InputCallableComponentResets every axis and button.
Get Input() β†’ Hover Drive InputPureComponentThe input in effect on this machine (local input, or the replicated input on other clients).
Throttle(Value: Float)CallablePawn
Strafe(Value: Float)CallablePawnStrafe right (+) / left (-).
Turn(Value: Float)CallablePawnTurn right (+) / left (-).
Lift(Value: Float)CallablePawnUp (+) / down (-): hover height in hover mode, climb in flight mode.
Pitch(Value: Float)CallablePawnNose up (+) / down (-) in flight mode.
Roll(Value: Float)CallablePawnRoll right (+) / left (-) in flight mode.
Boost(Pressed: Boolean)CallablePawn
Drift(Pressed: Boolean)CallablePawn
Air Brake(Pressed: Boolean)CallablePawn
Toggle Flight ModeCallablePawn
Flight 4
NodeTypeAvailable onDescription
Set Mode(New Mode: Hover Drive Mode)CallableComponentSwitches between hover and flight mode (sent to the server from owning clients).
Toggle Flight ModeCallableComponent
Get Mode() β†’ Hover Drive ModePureComponent
Is Flying() β†’ BooleanPureComponent
Hover 3
NodeTypeAvailable onDescription
Set Target Hover Height(New Height: Float)CallableComponentSets the target hover height (clamped to Min/Max Hover Height; sent to the server from owning clients).
Get Target Hover Height() β†’ FloatPureComponent
Set Hover Points(New Points: Array of Hover Drive Point)CallableComponentReplaces the hover points at runtime (empty = generate four corner points).
Telemetry 1
NodeTypeAvailable onDescription
Get Telemetry() β†’ Hover Drive TelemetryPureComponentTelemetry snapshot (speed, altitude, grounded points, energy, mode...).
Thrusters 6
NodeTypeAvailable onDescription
Get Point States() β†’ Array of Hover Drive Point StatePureComponentState of every hover point (thrust 0-1, distance, surface, impact point).
Get Point Thrust(Point Index: Integer) β†’ FloatPureComponentThruster output 0-1 of one hover point (0 for an invalid index).
Get Point Location(Point Index: Integer) β†’ VectorPureComponentWorld location of one hover point's thruster (for attaching VFX).
Get Hover Point Count() β†’ IntegerPureComponentNumber of hover points in use (including generated ones).
Get Hover Thrust() β†’ FloatPureComponentAverage hover thruster output 0-1.
Get Drive Thrust() β†’ FloatPureComponentDrive (engine) output 0-1.
State 4
NodeTypeAvailable onDescription
Is Grounded() β†’ BooleanPureComponent
Get Grounded Point Count() β†’ IntegerPureComponent
Get Air Time() β†’ FloatPureComponentSeconds since the craft left the ground (0 while grounded).
Get Ground Normal() β†’ VectorPureComponentAverage normal of the surfaces under the grounded points (world up when airborne).
Boost 4
NodeTypeAvailable onDescription
Get Energy() β†’ FloatPureComponent
Get Energy Ratio() β†’ FloatPureComponent
Is Boosting() β†’ BooleanPureComponent
Add Energy(Amount: Float)CallableComponentAdds (or removes, when negative) boost energy. Server only; ignored on clients.
Influence 5
NodeTypeAvailable onDescription
Get Active Influence Volumes() β†’ Array of Hover Drive Influence VolumePureComponentInfluence volumes currently acting on the craft.
Get Current Influence() β†’ Hover Drive InfluencePureComponentCombined influence of all volumes at the craft's position this frame.
Get Influence At(World Location: Vector) β†’ Hover Drive InfluencePureActorInfluence at a world location: unweighted values plus the edge-falloff Weight (0 outside).
Get Weight At(World Location: Vector) β†’ FloatPureActorEdge-falloff weight 0-1 at a world location (0 outside or when disabled).
Set Extent(Half Extent: Vector)CallableActorSets the size of the area (half extents, cm, before actor scale).
Setup 2
NodeTypeAvailable onDescription
Set Physics Target(New Target: Primitive Component)CallableComponentPhysics body driven by the component (default: the owner's root primitive).
Get Physics Target() β†’ Primitive ComponentPureComponent
Banking 2
NodeTypeAvailable onDescription
Set Banking Target(New Target: Scene Component)CallableComponentComponent tilted by the visual banking (its relative rotation at this call is kept as the rest pose).
Get Bank Rotation() β†’ RotatorPureComponentCurrent visual bank (Roll) and pitch (Pitch) in degrees.
HoverDrive 1
NodeTypeAvailable onDescription
Get Hover Drive() β†’ Hover Drive ComponentPurePawn

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParametersFires onWhen it fires
On GroundedAir Time (Float)HoverDriveComponentFires when the craft touches down (any speed).
On Airborneβ€”HoverDriveComponentFires when the craft leaves the ground.
On Landing ImpactImpact Speed (Float), Location (Vector)HoverDriveComponentFires on a hard touchdown (downward speed above Landing Impact Min Speed): camera shake, dust, sound.
On Thrust ChangedHover Thrust (Float), Drive Thrust (Float)HoverDriveComponentFires when the average hover thrust or the drive thrust changed by Thrust Event Threshold: engine VFX and audio.
On Mode ChangedNew Mode (Hover Drive Mode)HoverDriveComponentFires when the movement mode changes (on every machine).
On Boost ChangedIs Boosting (Boolean)HoverDriveComponentFires when boosting starts or stops (on every machine).
On Energy Depletedβ€”HoverDriveComponentFires when the boost energy runs out.
On Influence Volume ChangedVolume (Hover Drive Influence Volume), Entered (Boolean)HoverDriveComponentFires when the craft enters or leaves an influence volume.
On Hover Drive EnteredHover Drive (Hover Drive Component)HoverDriveInfluenceVolumeCalled when a hover drive enters the volume.
On Hover Drive ExitedHover Drive (Hover Drive Component)HoverDriveInfluenceVolumeCalled when a hover drive leaves the volume.

Options & enums

EnumValues
ModeHover Flight
Altitude HoldNone Absolute Altitude Above Ground

Compatibility

UE 4.27HoverDrive 4.27.zipUE 5.8HoverDrive 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
macOSEditor & packaged
ModuleTypeLoading phase
HoverDriveRuntimeDefault

Technical details

Code modulesHoverDrive (Runtime)
Blueprints0 Β· C++ classes: 3
Network replicatedYes
Development platformsWindows: Yes, Mac: Yes
Target build platformsWin64, Mac
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes3 + 6 structs
Blueprint nodes54
Events10
DocumentationDocumentation.html (in the download)
DownloadHoverDrive.zip Β· 168 KB
Versionv1.0.0

What's in the download

FileWhat it is
HoverDrive 4.27.zipPlugin build for Unreal Engine 4.27
HoverDrive 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the HoverDrive folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable HoverDrive under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search Input β€” or include the public headers from C++.
  5. 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 (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

Platforms

WindowsmacOS

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileHoverDrive.zip
FormatZIP
Size168 KB
Versionv1.0.0
SHA-2562536c34fe4bb85d5…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
β˜… Most popular

Commercial

$59.99

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
Read the Commercial terms

Extended

$189.00

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
Read the Extended terms

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.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
β€”
β˜…β˜…β˜…β˜…β˜…
No reviews yet
5β˜…0%
4β˜…0%
3β˜…0%
2β˜…0%
1β˜…0%

Be the first to review HoverDrive β€” reviews come from customers who bought it, so every one is a verified purchase.

Reviews are for customers who bought HoverDrive.
Email supportsupport@alphaxp.net β€” include your order reference.
What support coversInstallation help, download or activation problems, and questions about documented behaviour, for your licence term.
Keys & downloadsLost a key or a download link? Everything you bought is in My library.
Refunds & terms14-day refunds from your order page. Refund policy Β· Personal terms Β· Commercial terms Β· Extended terms

Frequently asked

How do I get the files after paying?

Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.

Which licence do I need?

Personal β€” One non-commercial project. Commercial β€” Ship paid products. Extended β€” Resell & white-label. The Licences tab compares them side by side.

On how many devices can I activate it?

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.

Is the download safe?

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.

Do I need an account?

No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.

More like this

From the same studio
$11.99Personal licence Β· HoverDrive
✦ Why TechHarbour

Software you own, from the people who built it.

117 products, one studio. Each ships with a signed licence key, an instant download and 14-day refunds β€” and every file is malware-scanned before it goes on sale.