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Watch the 4K showcase: https://youtu.be/Lx6hd0VvvQg

AAA Heavy Fighters - Ironclad is a squadron of five heavily armed, game-ready heavy fighters, each 22 m long, built to take hits and hit back: rotating gun turrets, fixed mass-driver cannons, vertical missile launchers on the spine and missiles carried under the wings and inside weapon bays. Each wears its own livery: deep crimson (HF-004), dark gunmetal (HF-006), deep navy (HF-011), olive drab (HF-008) and blue-grey slate (HF-009). Every turret, gun, launcher, door and moving part is a separate mesh on a socket, so it can move in your game.

Every heavy fighter has its own cockpit at true human scale behind an opening canopy: an ejection-style seat with harness, lit multi-function displays, a HUD combiner with symbology, side consoles, stick, throttle, pedals, equipment behind the seat and interior lights. Panel shape, display count, seat, stick position, rear equipment and screen colour differ per ship: cyan, white, orange, amber and green.

The effects were made for this pack: thick white-gold fusion drives that throb with a slow deep pulse, shed amber embers and bend the air behind them; mass drivers that punch out a blunt fireball and a torn ring-blast of hot gas and soot, firing fat slugs that cool from white-gold to cherry red down range; turret bursts in the same kinetic family; ripple-fired launcher salvos whose missiles pitch over and burn with amber motors and glittering ember trails; and stores that drop clear of the ship, then ignite.

Motion and firing are Blueprints built on engine classes only - no C++, no plugin to compile - and every graph is commented, with tooltips on the functions and variables. Drop BP_HVF_Ship in a level, pick a ship data asset and drive it from any Blueprint: SetThrottle, SetGear, OpenCanopy, OpenBayDoors, AimAt, Fire (guns, turrets or missiles) and ReleaseStore, with the events OnFired and OnStoreReleased. The showcase map plays a looping demo of every motion, including the canopies opening on the cockpits, plus the camera-only cinematic seen in the video.

Both maps hold 60 FPS or more at native 3840x2160 (no upscaling, Epic scalability, TAA) on a high-end desktop PC in every view measured, from the open sky to the closest cockpit view. Frame rates depend on your hardware.

What you see is what you get: everything in the video and images is included in the pack, including the skybox.

THE SHIPS

  • HF-004 (Crimson, cyan cockpit screens): 3 turrets (dorsal, chin and tail), 6 fixed mass drivers, 2 vertical missile launchers (12 cells in all), 10 carried missiles (4 in the weapon bays), 3 engine nozzles, 5 engine rotors

  • HF-006 (Gunmetal, white cockpit screens): 2 turrets (dorsal and chin), 6 fixed mass drivers, 2 vertical missile launchers (12 cells in all), 6 carried missiles, 3 engine nozzles, 5 engine rotors

  • HF-011 (Navy, orange cockpit screens): 3 turrets (dorsal, chin and tail), 6 fixed mass drivers, 2 vertical missile launchers (12 cells in all), 8 carried missiles (2 in the weapon bays), 3 engine nozzles, 5 engine rotors

  • HF-008 (Olive, amber cockpit screens): 2 turrets (dorsal and chin), 6 fixed mass drivers, 2 vertical missile launchers (24 cells in all), 6 carried missiles, 5 engine nozzles, 7 engine rotors

  • HF-009 (Slate, green cockpit screens): 3 turrets (dorsal, chin and tail), 6 fixed mass drivers, 2 vertical missile launchers (12 cells in all), 8 carried missiles (2 in the weapon bays), 3 engine nozzles, 5 engine rotors

WHAT MOVES AND FIRES (every ship)

  • Canopy: hinges open and closed (OpenCanopy); the hover eases out while it is open.

  • Turrets: yaw and gun pitch inside their arcs, tracking any point (AimAt); short kinetic bursts.

  • Fixed guns: mass drivers with muzzle fireballs, ring-blasts and cooling slugs.

  • Missile launchers: vertical cells ripple-fire a full salvo; the missiles climb out, pitch over onto the ship's heading and fly.

  • Weapon bay doors: open for the release and close again (OpenBayDoors).

  • Carried missiles: they drop clear below the ship, ignite and fly, then re-arm.

  • Engines: white-gold fusion plumes with a slow deep pulse, nozzle glow, ember sparks and heat haze, and a flickering nozzle light, all following the throttle; the engine rotors (intake fans and turbines) spin with it.

  • Landing gear: three legs retract and deploy.

  • Hover: a slow bob, sway and bank while idle.

  • Running lights: a single long, heavy strobe.

GAME-READY

  • Nanite on every ship, piece and missile mesh except the see-through canopy lid and cockpit glass, which render from their LOD chain; every mesh keeps its LODs for non-Nanite use.

  • Custom UCX convex collision on every hull, piece and missile.

  • Sockets on every turret, gun, launcher and moving-part mount, missile pylon and muzzle.

  • Real-world scale, centimetre units, pivots at the mount points.

  • Blueprint rounds and missiles are pooled and the effects stay out of the ray-tracing scene, so the showcase holds its frame rate at native 4K; the maps set their own view settings at Begin Play and restore yours at End Play.

MATERIALS

  • One master material and a see-through glass material, applied piece by piece through named material slots (hull paint, accent, bare metal, engine metal, weapon metal, gear, greeble, glass, engine glow, lights, cockpit screens, interior paint and trim).

  • Tileable 4K PBR surface sets at real-world tile sizes, a per-ship overlay for grime, dust and worn edges, and analytic hazard stripes.

  • Registry numbers and hull labels from a 4K stencil-font SDF atlas: crisp at any distance.

  • Emissive cockpit screens from one shared UI atlas, with per-ship colours.

INCLUDED

  • 5 heavy fighters, each 22 m long (17.3-21.9 m span)

  • 140 static meshes, 263 custom convex collision hulls

  • 12 materials, 177 material instances, 74 textures

  • 7 Blueprints, 7 structs, 5 ship data assets

  • 30 Niagara systems

  • 2 maps and 1 Level Sequence (a 273.6 s cinematic with 67 camera cuts at 30 fps)

  • 456 files in the Pack folder

  • Showcase map with the space skybox, the camera-only Level Sequence cinematic and a free-fly spectator mode.

  • Overview map with every ship, its hull LODs, every piece and missile laid out and labelled, and a row of the effects.

  • The space skybox seen in the video and images.

  • Also as FBX, GLB and glTF (separate downloads): the five heavy fighters with 4K PBR textures in the same liveries as the Unreal version, gear down and canopy closed. The painted markings and the grime and wear overlay need the engine materials and are in the Unreal Engine and Unity versions only; the Blueprints and the effects are in the Unreal Engine version.

  • Documentation: a PDF guide (AAAHeavyFighters_Documentation.pdf) is included inside every download.

UNITY VERSION

The same five heavy fighters for Unity 2022.3 or newer, URP and HDRP (separate download): prefabs with LOD Groups and convex colliders, the cockpits, the effects, C# motion and firing, and a showcase scene and an overview scene. Watch the Unity showcase: https://youtu.be/9bEL_KiR330

Nothing in this pack requires attribution.

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