Blueprint/C++ Advanced Templates , Tools & Plugins

Hi there, really appreciate the plugin!

I just have a question about the velocity in the APawn instance. I’m using an AnimationBlueprint event graph to set the speed of a 1D blend space, using the length (size) of the velocity I get from the pawn.

I was previously getting a range between my min & max walk speeds, when using the CharacterMovementComponent with the Character Actor. Since switching to the custom AThirdPersonCharacter class the size of the velocity vector seems a bit random… anywhere between 0.2 and 0.001 when I’m running fowards/backwards.

Any idea what I should be using instead?

Never mind, found what I was looking for :slight_smile:

Question about the directional gravity system. My character is on a spherical world so I’m using point gravity however sometimes I would like to change a different sphere by getting the forward vector of the camera and changing gravity to it. Not sure how to accomplish this with point gravity, If the gravity is changed to custom then you can select another gravity point but seems like point gravity, although works very smooth on a sphere, doesn’t allow you to chose another gravity location.

I’ve tried nulling the current planet var, setting the current planet’s gravity force but nothing seems to work. It is possible to accomplish this? Much appreciated!

Hi! Thank you so much for such a great plugin! I think it can diversify the gameplay in my game. :heart:
But, unfortunately, it doesn’t work in version 4.27. :cry:
If I install the plugin to Program Files\Epic Games\UE_4.27\Engine\Plugins directory, I get the following compilation errors:

UATHelper: Packaging (Windows (64-bit)): C:/Program Files/Epic Games/UE_4.27/Engine/Plugins/CustomGravityPlugin/Source/CustomGravityPlugin/Public/Objects/CustomGravityManager.h(51) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.

Here’s the full error log:

CustomGravityProject.log (107.4 KB)

And if I install it in the project directory, that is Unreal Projects\CustomGravityProject 4.27\Plugins, the compilation goes without errors, but after compilation the project does not start with the following error:

error02

And I noticed that absolutely all versions from 4.22 to 5.2 are packed in one zip file. And only the version for 4.27 plugin is in a separate archive and the project is in a completely different archive. Could this be the case?
Thanks in advance for your help!

Hello, I hope this thread is still active. @Mhousse1247 I was checking CustomGravity Plugin. It is really good plugin, although I was trying to incorporate Enhanced Input System in it. I was confused for GravityDash_BP mainly. Which trigger point associate with Dash-Float? As I was trying to do Hold and Release. And It is not working. (RevertGravity works with Enhanced Input System.) So if you could tell me, I would be really grateful of you.

Also somehow in my case CrossHair is stuck with Mesh back. So how to fix that?

I am trying to implement this plugin with Enhanced Input System in UE5.4 Although I’m not able to make Revert Gravity and Float-Dash working in Enhanced Input. Any help would be appreciated. @Mhousse1247