Editing an Aircraft Actor in Simulink-Unreal Simulation
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Hello,
As part of my project, I am simulating an aircraft using Simulink, and I have set up a Simulink system to communicate with Unreal Engine (as shown in the attached image). The issue I’m facing is that when I open the Unreal project AutoVrtlEnv, which is ported from MATLAB to Unreal, I can edit the airport scene but not the aircraft itself. The aircraft is an actor class that is dynamically spawned in Unreal via the Simulation 3D Aircraft Block.
The problem is that this aircraft actor (as shown in the attached image) does not exist when the simulation is not running—it only appears once the simulation starts. While I can technically edit these dynamically spawned actors by pausing the simulation, any changes I make are lost when the simulation restarts, as the actors are recreated from scratch.
I need to modify the Sim3dMainCamera under the Sim3dMWAirliner actor class. Is there a way to modify or duplicate it so that I can edit it as a separate class without losing my changes?
Any guidance would be greatly appreciated!


6 Comments
Nishan Nekoo
on 11 Feb 2025
Hi Oscar, could you tell me a bit more about what changes you want to make to the Sim3dMainCamera so that I can best provide advice here? I wonder if the changes you want to make can be made in Simulink itself so that you can avoid creating custom actors in Unreal.
In the meantime, I recommend taking a look at the Simulation 3D Airliner Pack block which makes it easier to create inputs for the Simulation 3D Airliner block without needing to create your own matrix concatenate. It'll make it easier if you ever wanted to use multiple inputs to the different aircraft components.
Oscar Su
on 12 Feb 2025
Nishan Nekoo
on 25 Feb 2025
Edited: Nishan Nekoo
on 25 Feb 2025
Hi Oscar,
I apologize I missed your response here and am just seeing it now!
Just thinking out loud here since I haven't seen this issue before.
- When you use the VR Preview, the camera is still following along with the aircraft but just at a different offset, is that right?
- One approach you can take to modify the Sim3dMainCamera at run time is to use Blueprints. You could try to get all actors of a certain class, and since there should only be one Sim3dMainCamera, you could then modify it at the beginning of the simulation. Have you considered an approach like this?
Nishan
Nishan Nekoo
on 25 Feb 2025
I decided to try this myself and something like this allowed me to move the CameraComponent that lived under the Aircraft class and change the view that I see in the window:
It wasn't the Sim3dMainCamera that needed to be moved at run time but the CameraComponent belogning to the actor you are using (Sim3dMWAirliner in your video).

Nishan Nekoo
on 26 Feb 2025
Edited: Nishan Nekoo
on 2 May 2025
Hi Oscar,
Thanks for the update and I am glad you figured out that it was a calibration issue with the VR Headset, I think that makes sense to me.
To your additional questions:
- I imagine this would be possible via reparenting on initialization via blueprints - but because I don't have experience with VR Headsets, I am not sure what actors get created. If you have that information, you could try to child to the CameraComponent I mentioned in my previous comment at run time, so that their locations are locked to each other. Have you tried something like this and run into specific issues?
- I think the Simulation 3D Message Get is what you are looking for - check out the example at that documentation link. You will need to figure out how to make the headset's view orientation available in Unreal blueprints, but I don't imagine that is too difficult once you know what class it is and use some logic similar to what I have above to get the element of that class and extract its orientation data.
I hope that helps!
Nishan
Answers (1)
Nishan Nekoo
on 3 Sep 2025
0 votes
Question answered in the comments above!
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