That pull was engine wide gravity.
Wouldn’t that solve the entire physics issue you’ve been saying?
The open world kite demo uses much higher quality than what I’ll be using more than likely. Isn’t that the point of the open world kite demo, to show off UE4 at amazing features?
Like I said in an earlier post, I was really hoping to avoid the direction this is going kinda (like discussing the highest quality epic has put out as an example vs what I’m doing alone):
As I’ve been saying consistently, I appreciate the heads up on stuff… but again, if you read the pull, it’s engine wide, not just character wide, which should adjust gravity for the entire engine then yes? I didn’t open this thread to discuss high studio AAA quality graphics in a seamless open area (because that being the case like you said, I’d have issues regardless planet or plain old level streaming like they did with limited foliage).
I’m just wondering on the 3 questions in OP. This is why I don’t post questions and just truck through on my own usually, but I didn’t want to start so much work without have a tad of help for a push in the right direction on how. Too many times now I’ve seen for myself and others be told something isn’t going to work or is impossible then it gets pulled off with work. -_-