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Home Page: https://unrealengineresources.com
License: Other
Unreal Engine 4 : Custom Gravity Plugin
Home Page: https://unrealengineresources.com
License: Other
Hi! I have a probably bug, but can't fix it by myself. When I tried to change global gravity direction to current forward vector (for example of gizmo root component) Capsule had an incorrect rotation. Another one here is the gizmo root component didn't update self rotation. If use "Is Instant" orientation setting everything is OK. So looks like is something at line 302 of CustomMovementComponent.cpp:
FMath::RInterpTo(CurrentCapsuleRotation, TargetQuat.Rotator(), DeltaTime, RotationSpeed)
There is a blueprint to reproduce:
There is video (red is Capsule rotation, green is Gizmo, before an a bit after the change of global gravity direction): https://youtu.be/43zij9wORjA
Is it normal that the custom gravity only switch when the pawn is on ground ?
For info I'm on ue4.17 and I toggle the gravity with an input event in the pawn.
Curious how Root Motion Extraction would work here. @mhousse1247
I've done a few tests using Global Gravity and it appears that the custom pawn doesn't work as nicely as simple extraction from the animation and setting on the animation blueprint to use root motion. At the present moment I'm considering using a separate plugin (i.e. Root Motion Extractor) to extract the root motion and then provide that as forces to the custom pawn but that seems like I'll be opening some Pandora's box for other difficulties.
I was curious if there was a resolution I just didn't notice. I assume this is likely because the gravity pawn is using a floating movement component. I will be searching Unreal for answers on using root motion with floating movement components.
Thanks for any reply, even if there is no solution.
And thanks for this project, I'm hoping to get a "Yoko Taro" project compiled with it.
I have a problem with moving a character around a small planet.
Here is a video https://www.youtube.com/watch?v=-8F2J4szT6s
And here is the movement code :
The problem is that the forward vector and right vector is always changing (in the video the red arrow is the forward vector and the green arrow is the right vector)
So this causes problems in gameplay.
Is there any way to fix this?
Thanks.
The UE has been updated to a 4.25 , and this plugin cannot support it anymore!!
When I set custom pawn to gravity direction for standing and falling orientation I notice the pawn will slide around the surface as if they have no friction. Would you happen to know which methods in the regular Character Movement Component stop this from occuring? I'd like to implement them into the Custom Gravity Movement Component. The effect is pretty jarring as it can make it seem extra difficult to run up hills and even harder to stand still on the side of one. Ideally this would be moderated by the surface normal | gravity direction dot product. Anyhow, the plugin is pretty interesting - thanks for all the hard work.
You should add a license file for this project
I recommend a GPL v2.0
Hello, yesterday I downloaded and put this plugin into my project, but the example project has not been loading, and so I need help adding the gravity effects to certain objects. Are there nodes? Is it in the object information? Just a good pointer on how to use the plugin would be great. Thanks!
Excuse me for noob question, but can you point me where and which scripts i can modify in order to add replication.
When I turn on replicate movement/replicates on the actor it just starts jittering in place
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