Blueprint/C++ Advanced Templates , Tools & Plugins

Really awesome plugin. Will there be support for 4.16?

4.15 version should work on 4.16 without any problem !

Whoever figured out the forward movement component in relation to the camera is a genius, kudos. Even Nintendo had issues with that problem. Yup,

this bit :

const FVector CameraForward = Camera->GetForwardVector();
const float Dot = FVector::dotProduct(UpDirection, CameraForward);

if (FMath::Abs(Dot) < 1 - SMALL_NUMBER)
{
	CurrentForwardDirection = FVector::VectorPlaneProject(CameraForward, GetActorUpVector());
}

Thank you so much Mhousse1247 for providing this. Iā€™d love to try it out, but it seems as if Iā€™m unable to open your project (Custom Gravity Project 4.15) or install the plugin with 4.15.3:

ā€œThe following modules are missing or built with a different engine version:
UE4Editor-CustomGravityProject.dll
UE4Editor-CustomGravityPlugin.dllā€

After rebuilding, I get this:

ā€œCustomGravityProject could not be compiled. Try rebuilding from source manually.ā€

And if I try to copy the plugin to the correct path (C:\Program Files (x86)\Epic Games\UE_4.15\Engine\Plugins\CustomGravityPlugin\Source\CustomGravityPlugin), I try to open Unreal:

ā€œPlugin ā€˜CustomGravityPluginā€™ failed to load because module ā€˜CustomGravityPluginā€™ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.ā€

Do you have any suggestions? I havenā€™t worked with plugins before, so it may just be a simple error on my end. Thanks in advance!

Hey @Mhousse1247

Is there a way to implement the PlanetGravity code and blueprints in to an existing character on an existing project or must it be built from the ground up?

Sorry itā€™s not possible , because Iā€™m using Pawn Class & a simple Custom Movement Component ( so itā€™s not possible to use plugin functionalities with engine Character Class & CharacterMovementComponent)

Hi @Mhousse1247,

I am also getting the ā€œPlugin ā€˜CustomGravityPluginā€™ failed to load because module ā€˜CustomGravityPluginā€™ could not be found. Please ensure the plugin is properly installedā€¦ā€ error upon launching the UE4 launcher version 4.16.2 or 4.15.3.

Would you be able to provide any insight into why this error may be occurring?

Many Thanks
KDempsey93

Hello @Mhousse1247,
First off your plugin for custom gravity is fantastic thank you! But I wanted to ask if you would be able to add(or at least point me in the right direction to implement myself and post into this forum) the ability to not slide on slopes when using the global gravity settings. I set it to regular world gravity and tried climbing up a ramp and the player will start sliding down if the player stands still, Iā€™m checking the angle to see if its at a certain threshold and have tried multiple methods to try and get it to stand still without jittering and canā€™t seem to get it. Any help would be greatly appreciated! :slight_smile:

Mhousse1247, hi is there a way to enable the camera component to make it able to add a parent socket (head) for first person when adding a TP mesh and anim to the blue print?

Hi,

First off, this plugin is absolutely incredible. Kudos on the hard work that went into this.

Iā€™m trying to implement this with an AI character, is there some sort of specific ā€˜move toā€™ node I will need in the behavior tree, or will this work with a standard AI Move To?

What would be the best way to make gravity switch when character walks off the outside corners?
Iā€™m currently using traces for switch, but itā€™s pretty bad to be fair.

Hi, amazing plugin!
i want to use it for my gecko character but would need to be able to let him fall into one spezific direction once he jumps (down to floor of the mapā€¦^^), does anyone know how to achieve that?

You can make either some reset gravity function or just use blueprint ā€œmake gravityinfoā€ or ā€œset global custom gravity infoā€ just like in gravityroom_map. Use branch to test if character has jumped or ā€œintheAirā€ for N time.

Hi,

I have just installed this plug in and it works great (even in UE4.16).

I would have a question though. Currently the FPS character uses a custom pawn C++ class. In addition to the custom gravity character movement, this custom pawn also contains a series of hard coded hierarchy of components (a springarm, a camera, a FPS mesh). This approach is different from what Epic does with their pawn which contains only a capsule and a character movement components. This allows for the other components (camera, meshes, etc) to be added in the engine and to customize the pawn to the requirements of any given game.

Could you please create a custom pawn that would only contain a capsule and the gravity character movement, similarly to what Epic does? Or alternatively could please tell me how to modify the custompawn.cpp and firstpersoncharacter.cpp to achieve this result?

Thanks a lot.

Mhousse1247 has made an update for the latest 4.18 version but obviously hasnā€™t had time to post so Iā€™ll do it for them. It is available via the gumroad page and is working great by the looks of things.

Hi,
First of all, thanks for great plugin, I live how it works.

However, I have some problems with it. I migrated FirstPersonCharacter_BP to my project (and set the input), I copied and enabled the plugin itself in my project, but custom gravity doesnā€™t seem to work. Character doesnā€™t ā€œsnapā€ to surfaces, like in your example project, it behaves just like normal chararcter blueprint. I havenā€™t changed any variables in the BP, so everything should be the same as in original. What am I missing?

Edit. Ok, I checked this again after returning from work - you have to put some code in the level blueprint. Problem solved :wink:

This is really incredible man, good job! Cant believe itā€™s free. We need more people like you!

HI. Iā€™m trying to use this plugin, but i canā€™t open the project. I made the screenshot, can you help me? i have already installed VS 2017/2015
thank you

You should have version for ue 4.10 installed first .Then just add an update for your current version into the same folder. Then rebuild

Do this plugin Works with Unreal 4.18? and how to use itā€¦

steps please, im new to unreal