Fly with your hands.
Grab the cyclic and collective, twist the throttle and control yaw. Controller-driven hands, grip haptics and seated recentering are included, with desktop and gamepad fallbacks.

Into the air / Unreal Engine 5.8
Take the cyclic and collective in a detailed two-seat helicopter, with an airport ready for your first flight.
Current pricing and license options on Fab.Promotional artwork · Explore the included content below
Built for your next world
Build a seated helicopter experience around physical OpenXR controls, a live cockpit and configurable flight dynamics. Explore the regional airport or use Blueprint events to create your own flight scenarios.
Grab the cyclic and collective, twist the throttle and control yaw. Controller-driven hands, grip haptics and seated recentering are included, with desktop and gamepad fallbacks.
A 60-channel cockpit connects engine and electrical switches, lights, analog needles, the PFD, compass and COM tuning to runtime data.
Tune flight response, wind, mass, thrust, sound, paint and grip offsets through child Blueprints and Flight/Presentation Data Assets. Runtime C++ source is included.
The supplied airport includes a terminal, hangars, parked aircraft, helipads and hover, route and rooftop-landing exercises.



Actual in-engine views of the included helicopter and airport. The gallery shows the product's demo environment.
Explore before you buy
Public demos and documentation, straight from the product listing. Files open on Google Drive.
Packaged demos let you try the vehicle. Editable examples may require the purchased plugin; follow the included guide.
Unreal Engine 5.8, validated on 5.8.2. Windows x64 development; Win64 and Android runtime builds. PCVR and Meta Quest 3 are listed as tested.
A working OpenXR runtime is needed for PCVR. Built-in dependencies and Windows/Quest rendering presets are documented in the guide; MetaXR is not required.
Local single-player game simulation. No network replication, certified flight training or voice-radio backend. Controller hand contact is approximate and canopy reflections are baked.
Full technical details on Fab