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GravityCore FAQ

Which Unreal Engine versions are supported?

Section titled “Which Unreal Engine versions are supported?”

Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8. See Requirements.

Yes, out of the box. Gravity direction and strength are a pure function of position, evaluated every tick on every machine: server, owning client and simulated proxies. Proxies therefore align to the surface from their own position, instead of relying on replicated capsule rotation (which the engine does not carry reliably for tilted characters).

Source selection uses a point-in-volume query rather than begin/end overlap events, which fire at different times on server and client. The jetpack is predicted on the owner and replicated to everyone. First/third-person view is a local, per-client choice.

Can I use my own character instead of the demo one?

Section titled “Can I use my own character instead of the demo one?”

Yes. Your character must be an ACharacter using UGravityMovementComponent, with rotation owned by the movement component and bReplicates on. See Use GravityCore on your own character.

No. A gravity source is a logical volume: it provides the field, not the floor. Add your own walkable mesh with collision, aligned to the volume. Sample meshes are included.

The volume with the highest Priority wins, and its direction and strength both apply. Equal priorities fall back to registration order, so give overlapping volumes distinct priorities for predictable results.

Can each planet have a different gravity strength?

Section titled “Can each planet have a different gravity strength?”

Yes. Every volume has its own Gravity Strength in cm/s². 980 is Earth; use around 162 for a moon, or over 2000 for a dense planet.

Whatever the level’s AGravityDefaults actor says: a direction and strength, or zero gravity. With no AGravityDefaults actor, gravity is world-down at standard strength.

Do physics objects follow the gravity field?

Section titled “Do physics objects follow the gravity field?”

Yes. Add a UGravityBodyComponent to the actor (or use AGravityPhysicsProp). Props are simulated per machine and not replicated by the component, so replicate them yourself if their exact pose matters in multiplayer.

Does GravityCore support first-person games?

Section titled “Does GravityCore support first-person games?”

Yes. The demo character toggles between first and third person. Gravity lives entirely in the movement component and never touches the camera, so any camera rig works. Drive look in the gravity frame (yaw around the capsule’s up, pitch around its right), not with world-Z control rotation.

Yes. ContainsPoint() and GetGravityDirectionAtLocation() on UGravitySourceComponent are both virtual, so you can subclass the component for a fully custom volume shape or field.

Is the debug drawing included in shipped games?

Section titled “Is the debug drawing included in shipped games?”

The boundary gizmo, direction arrows and character gravity arrow are compiled out of Shipping builds. The optional volume mesh is real geometry, so it does ship if you leave Show Volume Mesh on.

Does GravityCore have third-party dependencies?

Section titled “Does GravityCore have third-party dependencies?”

No.