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GravityCore requirements

Current version
1.3
Unreal Engine
5.4 – 5.8

GravityCore supports Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8. It uses the engine’s built-in variable gravity (per-character gravity direction).

  • Enhanced Input: used by the example characters. Bundled with Unreal Engine 5.

GravityCore itself has no third-party dependencies.

  • Target build platforms: Windows, Mac, Linux
  • Network replicated: yes
  • A walkable mesh with collision for characters to stand on. A gravity source is only the field, not the floor. Sample meshes are included.

To use GravityCore on your own character rather than the included BP_PlanetPerson:

  • It must be an ACharacter, not a plain APawn.
  • It must use UGravityMovementComponent as its movement component.
  • The movement component must own rotation (controller rotation and orient-to-movement turned off).
  • bReplicates must be on for multiplayer.

The quick start walks through the setup.

  • Physics bodies are simulated independently on each machine. The gravity field is deterministic everywhere, but rigid-body simulation is not, so props can drift apart between clients. Replicate them yourself if their exact pose matters.
  • Unreal has no per-body gravity direction, so gravity is applied as a force each tick rather than per physics sub-step. This is ideal for props and debris; very fast bodies would need a sub-step callback.