Drone Mesh and Material
For the military looking material, I used a navy cammo texture for the base color and the noise texture shown below as my roughness map. This is how I'm achieving the wear look on the surface. Btw, I've made this a fully metallic material in UE4s physically based shaders.
Finally, I generated a physics body for the mesh inside the editor. I've used a simple bounding volume and its shown above as the purple box wireframe. Nothing fancy. Later through script I attached 4 thrusters to this box and this is how I'm achieving flight.
The blueprint class components
This is the mesh described above.
There are two cameras. The first one is attached to a spring arm which is in turn attached to the mesh and set up to be active by default. It achieves the third person camera. The second camera is set right at the nose of the drone to achieve a first person camera and its deactivated by default. Inside the event graph I'm using the 'Select' button release event on my PS3 gamepad to trigger a flip-flop node that switches between third person and first person cameras.
In the picture below the red arrows represent the positive x-axis for each of the four physics thrusters components. The thruster's strength is set through script and depends on the gamepad's left and right thumbstick axis inputs. More specifically, the left thumbstick y-axis controls the initial strength for each thruster. The right thumbstick controls pitch and roll via the y-axis and x-axis respectively. In order to implement flying controls, the overall strength for each thruster is calculated as follows
Thrust = overall thrust strength (left thumbstick y-axis) - pitch amount (right thumbstick y-axis) - roll amount (right thumbstick x-axis).
Jet Exhaust Particle System
This is the exact same particle system discussed in my previous post. As pointed out in the previous post, the particles' initial speed was made a parameter so that it can be set through script in a way that is proportional to the overall strength of each thruster component respectively. Controlling the initial speed of the particles is a proxy for the intensity of the thruster visual effect.
I found a rocket booster sound in the www.freesound.org website and added it as an audio component to my blueprint. I then make its pitch and volume change proportionally to the left thumbstick y-axis (the one that controls the main thrusters strength).