Asset details
A six-seat light utility helicopter you can fly and crash in Unreal Engine 5: crash it and it breaks apart, the blades, rotor head, tail rotor, fin, doors and skids torn off as physics pieces, the crash site burning with fire and smoke. A fully fitted two-crew cockpit, a working swashplate, four opening doors and cockpit controls that move as you fly. Game-ready, LODs, fitted collision; FBX and GLB included.
A light single-turbine utility helicopter built game-ready and flyable: a rounded glazed cabin pod for six running back into a slim tail boom, a three-blade main rotor over the engine cowling, a two-blade tail rotor on the fin and tubular skids. Unbranded: no maker's or type name, and every marking is invented.
Fly it: the Unreal pack includes a flyable pawn on a demo map. The mouse is the cyclic, W/S the collective (the first W starts the engine and the rotor spools up), A/D the pedals, Space levels the cyclic for a hover, E opens the doors on the ground and V cycles the chase camera, pilot, copilot and passenger views. Lift falls with rotor speed, the ground cushion helps a hover, and it lands on the skids or crashes if you come down too hard.
Crash it: hit the ground too hard, too fast or rolled over and it breaks apart in Blueprint and the engine's own physics, no plugin and no code. The three main blades fly off spinning, the rotor head, tail rotor, fin, four doors and the skids come away, and the hulk rolls to rest; in UE 5.7 and 5.8 an explosion goes off and fire and a smoke column burn at the crash site (in UE 5.5 and 5.6 it breaks apart without the fire). Press Enter and it is whole again. The wreck pieces ship as their own meshes with collision, ready for your own damage logic.
Working mechanics: the cyclic tilts the swashplate, the collective raises it and pitches every main blade, the pedals feather the tail blades, and the pitch links and scissors stay connected through the whole travel. Both crew stations' cyclics, collectives with twist-grip throttles, and pedals move with your input.
Built in: a full instrument panel with printed gauges, radio stack and overhead switches, crash-attenuating crew seats with harnesses, a four-place rear bench, ribbed floor mats, air vents, door handles and seals, rotor head with dampers, grips and bolts, skids with steps, antennas and lights.
Game-ready to wire up: rotors, swashplate, blade pitch, doors and every cockpit control move on their own bones, and each motion ships as its own clip. FBX and GLB with PBR textures, LODs and fitted collision.
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