GravityCore requirements
- Current version
- 1.3
- Unreal Engine
- 5.4 – 5.8
Unreal Engine versions
Section titled “Unreal Engine versions”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).
Required engine plugins
Section titled “Required engine plugins”- Enhanced Input: used by the example characters. Bundled with Unreal Engine 5.
GravityCore itself has no third-party dependencies.
Platforms
Section titled “Platforms”- Target build platforms: Windows, Mac, Linux
- Network replicated: yes
What your level needs
Section titled “What your level needs”- A walkable mesh with collision for characters to stand on. A gravity source is only the field, not the floor. Sample meshes are included.
What your character needs
Section titled “What your character needs”To use GravityCore on your own character rather than the included BP_PlanetPerson:
- It must be an
ACharacter, not a plainAPawn. - It must use
UGravityMovementComponentas its movement component. - The movement component must own rotation (controller rotation and orient-to-movement turned off).
bReplicatesmust be on for multiplayer.
The quick start walks through the setup.
Physics props: limitations to know
Section titled “Physics props: limitations to know”- 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.
