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GravityCore changelog

  • Physics props obey your gravity fields. Add UGravityBodyComponent to any actor with simulating physics and its rigid bodies fall toward the gravity field instead of world −Z.
  • Gravity queries are Blueprint-callable: ComputeGravityDirection, GetGravityStrengthAt and ShouldApplyGravity on UGravitySubsystem.
  • New AGravityPhysicsProp and a physics demo level.
  • Per-source gravity strength (GravityStrength, cm/s²; 980 = Earth), deterministic across machines and backward-compatible.
  • Default gravity strength on AGravityDefaults for gravity outside all volumes.
  • First-person mode on the demo character, with a gravity-aligned camera. Local per client, not replicated.
  • Blueprint: GetGravityStrengthAt(), Set Default Gravity Strength, Set First Person, Toggle First Person and Is First Person.
  • Per-level default gravity: the AGravityDefaults actor sets a direction outside all volumes, or zero gravity.
  • Zero-gravity free-fly in 6DOF with a Vertical thrust input.
  • Optional replicated jetpack with an On Jetpack State Changed event.
  • New ShouldApplyGravity() and Blueprint setters for the per-level default.
  • Fixed: simulated-proxy yaw jitter when jumping in place.
  • Added support for UE 5.8 (now 5.4 to 5.8).
  • Initial release: Sphere, Cylinder and Box gravity volumes with Invert and Priority; multiplayer-replicated gravity movement on the engine’s variable gravity; AGravityCharacter with a gravity-aligned orbit camera; subsystem-driven source selection; editor and runtime debug views; full Blueprint support. Supported UE 5.4 to 5.7.