ShchetnikovMods-UpAndAway icon

UpAndAway

Up-style RV flight MVP with stock game balloons and an anchor

CHANGELOG

Changelog

0.5.36

  • Add Semicolon/Ж batches that spawn three stock combat helicopters per press.
  • Stagger each batch at 300 ms intervals to avoid same-frame SpawnActor pressure.
  • Assign every reinforcement the live RV target and stock shooting mode.

0.5.35

  • Add a forward autopilot toggle on the physical Apostrophe/Э key.
  • Require the player to be driving with F7 enabled before autopilot can engage.
  • Feed constant forward throttle through the existing stable AVS flight-input loop.

0.5.34

  • Capture the actual BP_Interactable_NailGun_Ammo_C projectile at construction time.
  • Detect helicopter impacts against the full swept projectile segment between combat ticks.
  • Prevent fast Nail Gun shots from skipping through the explicit helicopter hit sphere.

0.5.33

  • Poll live Nail Gun projectile classes as a fallback when construction notifications are unavailable.
  • Deduplicate captured projectiles before proximity-hit processing.
  • Log the stock Nail Gun shooting/use functions when F5 spawns the weapon.

0.5.32

  • Use the stock BP_Interactable_NailGun as the dedicated player dart weapon.
  • Spawn the weapon inside the RV with F5; its existing pickup, animation, and LMB controls remain native.
  • Capture stock nail projectiles and count their proximity impacts as helicopter dart hits.

0.5.31

  • Increase the helicopter orbit radius from 32 metres to 50 metres.
  • Keep the independent six-metre dart hit-detection sphere unchanged.

0.5.30

  • Spawn F5 darts near the middle of the RV cabin as normal physical pickup items.
  • Remove automatic dart homing and Lua-driven movement.
  • Let the stock interactable handle pickup and throwing while the mod only detects proximity hits.

0.5.29

  • Increase helicopter orbit radius by six metres.
  • Force spawned stock dart actors and their root components visible.
  • Recalculate dart direction every tick so orbiting helicopters cannot evade the test projectile.
  • Increase the explicit helicopter hit sphere for reliable three-hit detection.

0.5.28

  • Orbit the helicopter smoothly around the live RV with gentle vertical movement.
  • Add F5 to spawn and launch the stock BP_Interactable_Dart at the helicopter.
  • Count mod-spawned dart impacts and safely destroy the helicopter on the third hit.
  • Keep dart movement inside the existing single combat timer.

0.5.27

  • Re-resolve the live helicopter Actor on every combat tick instead of retaining stale UE4SS userdata.
  • Stop F12 combat by cancelling only the owned timer; never call Blueprint functions on a dying Actor.
  • Clear cached helicopter references whenever combat stops.

0.5.26

  • Remove FireStarter, which starts the helicopter fire/destruction sequence rather than gunfire.
  • Enforce a high airborne pursuit point and log requested versus actual helicopter Z.
  • Ignore rapid repeated F12 presses to prevent accidental ON/OFF toggling.

0.5.25

  • Raise the pursued helicopter to 30 metres above the RV reference point.
  • Pass the required initial-burst boolean to the stock MachineGunBurst function.
  • Start the stock FireStarter chain after targeting the RV.

0.5.24

  • Move the stock helicopter into a stable pursuit position near the live RV.
  • Continuously update its target and facing while F12 combat is enabled.
  • Trigger the stock machine-gun burst on a controlled three-second interval.
  • Cancel the single combat loop when F12 is disabled.

0.5.23

  • Make F12 toggle the stock helicopter shooting mode against the live RV.
  • Reuse TargetActor, StartFire, and InitiateShootingMode discovered at runtime.
  • Enable standard Unreal damage on the helicopter so existing attacks can fight it off.

0.5.22

  • Add a conflict-free F12 read-only scanner for the stock combat helicopter.
  • Capture existing BP_Helicopter_C/BPA_Helicopter_01_C runtime actors.
  • Log combat functions, properties, class, and root without invoking unsafe encounter logic.

0.5.21

  • Replace 313 rapid F6 callbacks with one 50-step, 100 ms lift scheduler.
  • Ignore F6 while its current lift is running instead of cancelling and recreating callbacks.
  • Make later F6 presses add another smooth height boost while keeping balloons visible.

0.5.20

  • Compare the live RV by its Unreal Actor path instead of unstable UE4SS Lua userdata identity.
  • Restore F6 pulses while retaining transition-generation cancellation.

0.5.19

  • Cancel delayed F6 impulses immediately on a driver seat transition.
  • Re-resolve and identity-check the live AVS vehicle before every F6 pulse.
  • Prevent callbacks from applying physics to a destroyed or replaced RV.

0.5.18

  • Enable only cooked ModActor_C recovery through AssetRegistry after Restart.
  • Keep all independent StaticMeshActor spawning and experimental yaw disabled.
  • Isolate the BPModLoader-compatible recovery path from the actor-pool crash source.

0.5.17

  • Keep the cooked balloon Blueprint independent instead of attaching it as an RV child actor.
  • Follow the RV transform from Lua so destroying the RV does not cascade-destroy the bundle.
  • Reassign the surviving bundle to the replacement RV without any runtime SpawnActor call.

0.5.16

  • Disable all runtime balloon SpawnActor paths after confirmed native crashes.
  • Disable experimental yaw torque while retaining stable F6/F7/WASD/anchor behavior.
  • Keep the cooked balloon bundle for the initial RV session without unsafe visual recovery.

0.5.15

  • Fix Lua scoping so the active F7 state actually cancels the ongoing F6 impulse sequence.
  • Prevent simultaneous lift and hover physics loops from applying competing impulses to the RV.

0.5.14

  • Reload ModActor_C through AssetRegistry, matching BPModLoader's supported runtime reload path.
  • Spawn recovery into UEHelpers.GetWorld() instead of relying on a stale vehicle world reference.

0.5.13

  • Prewarm a hidden ten-balloon runtime pool while the original RV world is stable.
  • Never call SpawnActor after an in-place Restart; only reuse and reveal the pool.

0.5.12

  • Serialize fallback balloon creation to one SpawnActor callback per recovery cycle.
  • Avoid the native crash caused by queueing nine game-thread spawns in one Lua frame.

0.5.11

  • Create only one persistent F7 altitude loop per game session instead of accumulating timers.
  • Add a one-second F7-to-F6 transition guard so competing physics callbacks cannot overlap.

0.5.10

  • Keep post-restart runtime balloons in a hidden reusable pool instead of destroying them.
  • Re-enable F6/F7 by unhiding the existing pool, avoiding the crashing second SpawnActor batch.

0.5.9

  • Detect and discard a post-restart Blueprint actor whose balloon components are all dead.
  • Immediately switch that state to the proven independent mesh fallback.
  • Move yaw controls from NumPad-dependent keys to unused F9/F11 and log each input.

0.5.8

  • Replace native-crashing direct rotation with physical yaw torque on VehicleMesh.
  • Register driver hooks as soon as the runtime RV appears, before F6/F7 is used.

0.5.7

  • Move airborne yaw from game-used Q/E to unused NumPad 4/6.
  • Recover the seated-driver state when F7 is enabled after the player entered the RV.
  • Preserve the proven W/S thrust and A/D strafe implementation.

0.5.6

  • Restore A/D lateral airborne movement.
  • Add separate Q/E nose rotation while F7 is enabled and the player is driving.
  • Remove the native-crashing swept rotation call.

0.5.5

  • Make held A/D rotate the RV around yaw while F7 is enabled and the player is driving.
  • Keep held W/S as forward/reverse airborne thrust instead of mixing steering into lateral drift.

0.5.4

  • Fall back to independent stock StaticMeshActor balloons after an in-place restart unloads ModActor_C.
  • Follow the replacement RV from Lua without depending on respawning the cooked Blueprint class.

0.5.3

  • Detect a stale balloon actor when Unreal rejects attachment after an in-place RV restart.
  • Destroy the stale actor and queue a fresh Blueprint spawn in the replacement RV world.

0.5.2

  • Preserve an enabled F7 and its nine-balloon state while the destroyed RV is replaced.
  • Reload the cooked Blueprint class from its package before respawning the balloon actor.
  • Automatically resume altitude hold on the replacement RV.

0.5.1

  • Respawn and reattach the cooked balloon bundle when the RV is destroyed and restarted.
  • Restore the active F6/F7 balloon count automatically on the replacement RV.

0.5.0

  • Added a cooked UE 5.6 ModActor containing ten pre-arranged balloon meshes.
  • Package the Blueprint as a Ride-compatible IoStore bundle.
  • Capture the bundle through BeginPlay without unsafe UObject scans.
  • Attach one cooked actor to the RV; F6 shows ten balloons and F7 shows nine.

0.2.0

  • Locate the live Winnebago actor by its Blueprint class.
  • Diagnose its primitive components and physics state.
  • Apply a mass-independent upward physics impulse on F6.
  • Add diagnostic console commands.

0.1.0

  • Added the stage 1 loader and startup log message.

0.5.37

  • Added F4 spawning of a stock insertable cassette inside the RV.
  • Added a cooked public-domain 1921 recording of Ride of the Valkyries.
  • The cassette discovers the stock tape audio field and replaces it with the custom SoundWave.

0.5.38

  • Moved forward autopilot from the console-conflicting Э key to Б (OEM_COMMA).
  • Fixed Ж helicopter batch spawning with UE4SS's supported OEM_ONE constant.

0.5.39

  • Forward autopilot keeps applying thrust after the player leaves the driver's seat.
  • Ж-spawned helicopter groups now continuously orbit/pursue the current RV and fire stock machine-gun bursts like F12 combat.

0.5.40

  • Smoothed flight/autopilot thrust from one large impulse every 64 ms to quarter-size impulses every 16 ms.
  • Added the game's stock spatial helicopter machine-gun MetaSound to F12 and Ж reinforcement bursts.

0.5.41

  • Added physical pitch/roll damping while forward autopilot is active.
  • The damper counters suspension-induced rocking without locking airborne yaw.

0.5.42

  • Replaced autopilot AddImpulse pulses with continuous AVS AddForce thrust.
  • Added a two-second throttle ramp to prevent the cabin and loose objects being kicked on activation.
  • Manual flight input remains physically responsive and separate from autopilot force.

0.5.43

  • Fixed the broken AVS AddForce autopilot by returning to supported, low-amplitude ramped impulses.
  • Removed the invalid angular-velocity damping call from the active flight loop.
  • Reinforcement helicopters no longer activate the global shooting encounter audio mode that stopped cassette playback.

0.5.44

  • Fixed the Unreal signature for reading RV angular velocity by supplying the None bone name.
  • Re-enabled stronger physical pitch/roll damping during autopilot to suppress body and suspension shaking.

0.5.45

  • Reduced airborne autopilot acceleration by over 18x to protect players and loose cabin objects.
  • Extended throttle ramp-up to about six seconds.
  • Removed active angular torque damping, which could itself transmit sharp motion into the cabin.