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I’m building a long-endurance UAV pilot experience for Xbox Series X|S in Unreal Engine 5 and I need an engineer who can make the aircraft handle like the real thing. The heart of the project is aircraft control and navigation, and I’m aiming for full-realism flight dynamics—not an arcade approximation. Pitch, roll, yaw, coordinated turns, stall behaviour, wind shear, and realistic energy management all have to feel spot-on. Control input will come from a flight stick and throttle setup, so I’ll need precise mapping, force-curve tuning, and smooth hot-plug detection that works cleanly with Microsoft’s certification requirements. No gamepad or keyboard support is required for this milestone; I want every hour focused on the high-fidelity stick experience. Deliverables • A modular flight-physics component (C++/Blueprint) that drops straight into my existing UE5 project • Custom input profile and calibration UI for flight stick + throttle on Xbox • Basic autopilot/nav-hold routines to prove out the flight model • Documentation and inline comments clear enough for another developer to extend or audit Acceptance criteria • Flight dynamics validated against a reference data sheet I provide (stall speed, climb rate, turn radius, etc.) • Zero hitches at 60 fps in a stress-test environment on retail Series X hardware • Clean, warning-free build that passes Unreal’s static analysis and Xbox compliance checks for peripherals If you live and breathe aerodynamics, know Unreal’s Enhanced Input inside out, and have shipped on console before, let’s talk.
Project ID: 40735517
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39 freelancers are bidding on average $50 AUD/hour for this job

A Warm Hello! We are readily available to start working on this project! We’re an experienced game development agency with strong expertise in Unreal Engine 5, C++, Blueprint, real-time physics, simulation systems, and console development, and your UAV pilot-experience project is exactly the type of technically demanding work our team is equipped to handle. Our implementation would include: - Precise axis mapping - Dead-zone configuration - Sensitivity and response curves - Axis inversion where required - Throttle calibration - Control-response filtering - Input smoothing without introducing undesirable latency - Device initialization and reconnection handling - Hot-plug/device detection - Robust handling of peripheral state changes We’re ready to begin with a technical discussion and can focus the initial milestone entirely on delivering a high-fidelity, measurable and console-ready flight-stick experience. Regards Ana
$50 AUD in 40 days
8.7
8.7

Hi, I understand you need a realistic UAV flight model for Xbox Series X|S in Unreal Engine 5, not an arcade-style aircraft. I would build the flight physics as a modular C++/Blueprint component, covering pitch, roll, yaw, coordinated turns, stalls, wind effects, and energy management. I would also set up accurate flight-stick and throttle input with calibration, force curves, hot-plug handling, and an easy-to-extend UI. The autopilot and navigation hold would be tested against your reference data, including stall speed, climb rate, and turn radius. I would keep performance in mind from the start so the simulation remains stable at 60 FPS on retail Xbox hardware. Clear comments and documentation would make the component easier for your team to maintain and audit. I can work carefully through the flight model in stages, first matching the reference aircraft data, then tuning controls and testing console performance. Do you already have Xbox flight-stick SDK mappings and a reference flight-data sheet, or should both be established during development? I’m ready to review your existing UE5 project structure and the aircraft reference data.
$50 AUD in 39 days
7.3
7.3

Hello, We carefully studied the description of your project and we can confirm that we understand your needs and are also interested in your project. Our team has the necessary resources to start your project as soon as possible and complete it in a very short time. We are 25 years in this business and our technical specialists have strong experience in Game Design, C# Programming, C++ Programming, Unity 3D, OpenGL, Game Development, Unreal Engine, Game Physics and other technologies relevant to your project. Please, review our profile https://www.freelancer.com/u/tangramua where you can find detailed information about our company, our portfolio, and the client's recent reviews. Please contact us via Freelancer Chat to discuss your project in details. Best regards, Sales department Tangram Canada Inc.
$50 AUD in 5 days
6.8
6.8

Hi, there. "UNREAL XBOX UAV FLIGHT PHYSICS" - you need a high-fidelity UAV model where aerodynamics, energy management and stick/throttle control behave consistently against real reference data. I can structure the UE5 flight system as a modular C++/Blueprint component, covering pitch, roll, yaw, coordinated turns, stall behaviour, wind effects and energy states. I would use Enhanced Input for precise flight-stick/throttle mapping, calibration and hot-plug handling, then validate the model against your stall speed, climb rate and turn-radius references while profiling for stable 60 FPS on Series X. Can you share the aircraft reference data sheet and the target flight-stick/throttle hardware? Looking forward to working with you.
$50 AUD in 40 days
3.7
3.7

Having worked extensively with AI, in particular autonomous agents, and predictive ML models, I can confidently say that I understand the importance of accurate simulation in real-world applications. My focus on not just building prototypes but production infrastructure will be pivotal in your UAV simulation project, as we aim for full-realism flight dynamics-not an arcade approximation. My deep knowledge of C++ programming will allow me to create the modular flight-physics component that you need which can seamlessly integrate into your existing Unreal Engine 5 project. Additionally, my understanding of Odoo ERP and IoT hardware means that I am no stranger to the kind of intelligent systems you describe: AI that talks to hardware, agents embedded in enterprise software- this is the sort of multi-thronged approach that I take to development. Lastly, having shipped on consoles before puts me in an advantageous position when it comes to understanding all the ins and outs of Microsoft's certification requirements. You can be assured that every aspect of this project, right from the precise mapping and force-curve tuning needed for your Xbox Series X|S controller setup to the smooth hot-plug detection and Xbox compliance checks would be handled with utmost care. Let’s bring accurate UAV piloting experience to Xbox Series X|S together!
$50 AUD in 40 days
3.2
3.2

Hi, Thanks for sharing the UAV simulation requirements. This is the kind of project where the quality of the flight model matters far more than adding generic gameplay features, and I’d be interested in focusing specifically on that engineering layer. I can help build a modular UE5 C++/Blueprint flight-physics system covering pitch, roll, yaw, coordinated turns, stalls, wind effects, energy management, and parameter-driven tuning against your reference aircraft data. I can also implement the flight-stick/throttle input layer with calibration, dead zones, response curves, hot-plug handling, and an in-game configuration UI using Unreal’s Enhanced Input framework. The same architecture can support basic heading/altitude/nav-hold routines for validating the model. I’d keep the system modular, profiled for 60 fps, and documented so another engineer can extend or audit it later. One question: will you provide the UAV aerodynamic/reference data as lookup tables and coefficients, or primarily as performance targets such as stall speed, climb rate, turn radius, and cruise characteristics? Best regards, Jaroslav Caprata
$50 AUD in 40 days
2.7
2.7

Hi I can develop the high-fidelity UAV flight model as a modular UE5 C++ system, with Blueprint exposure for tuning and integration into your existing project. I would implement aerodynamic forces and moments around your reference data rather than relying on arcade-style movement. This includes pitch, roll, yaw, coordinated turns, lift/drag behavior, stalls, wind disturbances, energy management, and performance-envelope validation. For controls, I can build the flight stick/throttle layer around Unreal Enhanced Input with configurable axes, dead zones, response curves, calibration, device state handling, and clean hot-plug behavior. I can also implement basic heading, altitude, and navigation hold routines to validate aircraft stability and control authority. Performance will be considered from the physics architecture onward, targeting stable 60 fps and clean console builds. You will receive documented C++/Blueprint components and clear extension points for future aircraft systems. Best, Justin
$50 AUD in 40 days
4.8
4.8

With first-hand experience in hardware and software integration, my skills align perfectly with your need for a UAV simulator that values realism. I have a strong grasp of Unreal Engine 5, especially its Enhanced Input, which is crucial for delivering a flight experience that feels natural and responsive using the Xbox flight stick and throttle. Throughout my career, I've had the privilege to work on a variety of projects, from industrial automation to custom machinery and prototyping. This has equipped me with the robust knowledge in not just C# and C++ programming but also CAD design, product development, PCB design, and hardware integration. These multidisciplinary skills are essential when it comes to building a highly realistic long-endurance UAV pilot experience. Passion for engineering is not enough; it needs to be complemented by practical problem-solving abilities—a trait that I consider one of my strongest. I am consistently able to bridge gaps between mechanical, electrical, and software components to deliver unified systems. Also, my familiarity with conducting static analysis and ensuring compliance with various certifications will tremendously help in meeting all your project's requirements and even exceeding them. Let's work together on this phenomenal project!
$50 AUD in 40 days
1.1
1.1

Hi, I’d be happy to work on the UAV flight-control and navigation system in Unreal Engine 5. My team has experience with C++, Blueprints, real-time systems, physics-based development, and interactive applications, and we can build the flight model as a modular component that can be integrated into your existing project. We can focus on realistic pitch, roll, yaw, coordinated turns, stall behavior, wind effects, energy management, and accurate flight-stick/throttle input using Enhanced Input. We can also implement calibration, autopilot/nav-hold routines, performance optimization, and clear documentation. A couple of questions: 1. Do you already have the aircraft reference data sheet and aerodynamic parameters available? 2. Is the existing UE5 project already configured for Xbox Series X|S development and flight-stick peripherals? 3. Do you have a specific flight-stick/throttle hardware setup we should target for initial testing?
$50 AUD in 40 days
0.0
0.0

EVEN IF YOU DON'T HIRE ME, YOU'LL WALK AWAY WITH A FREE CONSULTATION Your goal for full-realism flight dynamics in Unreal Engine 5 shows a commitment to quality, and I can help you achieve it. Precision in pitch, roll, and yaw is crucial, and I have extensive experience in developing high-fidelity flight systems. I will deliver a detailed flight-physics component that meets your stringent criteria, ensuring a modular design that integrates smoothly with your existing project. Benefits include: - Enhanced realism that keeps players engaged. - Performance optimized for 60 fps with zero hitches on Series X hardware. Here’s how I’d approach it: - Design a robust C++/Blueprint flight-physics component. - Create a custom input profile with precise calibration. - Develop basic autopilot/nav-hold routines for quick validation. While I might be newer to Freelancer, I bring 5+ years of experience in this area and multiple 5-star reviews from previous projects. Let’s chat—no strings attached. I can provide valuable insights even if you decide not to hire me. Kind regards, Carly Z.
$50 AUD in 3 days
0.0
0.0

Hi, I like this project because building realistic UAV flight dynamics in Unreal Engine 5 requires a careful balance of aerodynamics, physics, and precise hardware input. I’d develop a modular C++ flight model covering pitch, roll, yaw, stalls, wind effects, and energy management, with autopilot and navigation-hold routines. I’d also implement calibrated stick/throttle input, force curves, and hot-plug handling, then profile performance on Xbox Series X|S against your reference data. I’ll provide clean, documented code and a straightforward handoff. Do you have a specific UAV type and aerodynamic data sheet ready? Also, is Xbox GDK access and a certified flight-stick target available?
$50 AUD in 40 days
0.0
0.0

Hello, I’m Manh. I can develop the modular UAV flight-physics system in Unreal Engine 5 with C++/Blueprint, focusing on realistic aircraft behaviour rather than arcade-style movement. I’ll structure the flight model around pitch, roll, yaw, coordinated turns, stall behaviour, wind effects, energy management, and configurable aerodynamic parameters so the system can be tuned against your reference data. The flight-stick and throttle controls will use Unreal’s Enhanced Input with calibration, configurable response curves, and reliable device handling. I’ll also implement basic autopilot/navigation-hold routines to validate the underlying flight model and keep the architecture modular enough for further UAV systems. Performance will be considered throughout, targeting stable 60 FPS on Xbox Series X|S. I’ll provide documented C++/Blueprint code with clear parameters and inline comments, along with testing against your supplied stall speed, climb rate, turn radius, and other reference values. Looking forward to working with you. Thanks
$50 AUD in 40 days
0.0
0.0

Rough estimates on the bid amount and timeline above - we'll sharpen both once we dig into the scope and you share that reference data sheet. UAV simulation with genuine aerodynamic fidelity is a very different animal from a typical game project. You're not after a fun-to-fly arcade experience; you want the numbers to actually match a real aircraft's stall speed, climb rate, and turn radius. That means the flight model has to be grounded in real aerodynamic equations, not tuned by feel. Getting that to run at a locked 60fps on retail Series X hardware, with Xbox-certified flight stick input, is where most of the engineering lives. Here's how we'd approach it: - Flight physics component: Build a modular C++ actor component for UE5 that models lift, drag, thrust, and moment equations per axis. Parameterised so your reference data sheet values plug straight in and can be validated against acceptance criteria. - Input system: Unreal's Enhanced Input with a custom Xbox peripheral profile for flight stick and throttle. Force-curve mapping per axis, dead-zone tuning, and hot-plug detection that meets Microsoft's GDK certification requirements. - Autopilot/nav-hold: Altitude hold and heading hold routines built on top of the physics component, enough to stress-test the flight model and prove it holds steady under sustained load. - Performance pass: Profile on Series X target hardware early. Catching Blueprint tick overhead or physics thread contention before the final build is a lot easier than hunting it down at submission. - Documentation: Inline comments and a short developer guide so whoever extends this later doesn't have to reverse-engineer the flight model from scratch. After a short scope chat and a look at your reference data sheet, we'll put together a written proposal covering deliverables, milestones, and a firm price. Want to jump on a quick call this week to walk through the flight model requirements? Best, 96 Studio
$50 AUD in 30 days
0.0
0.0

Sydney, Australia
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