I’ve been messing around with the free directional gravity program made by Tefel that was free on the marketplace in October and it is incredibly buggy to say the least. I think it may be due to differences in build version but as someone with virtually no programming and very little unreal/any development experience, I have no way of knowing.
What I would like to do is make a massive sphere of water to simulate a planet, with a much smaller sphere in the center of the massive one. I would place rocks inside the massive sphere and overlay them with terrain to shape the continents which will form the basis for my game map, and I would like the player to constantly be moving toward the smaller, inner sphere to simulate downwards gravity from any side of the planet.
I feel like that much is likely easy enough to accomplish with a bit of editing, I.e, move playerid towards objectid at a rate of 9.8 m/s or so, but I do not know how to do that in-engine.
Secondly is adjusting the players rotational scale to fit with the direction they are being pulled. This seems much more difficult but happens to be the only thing which works marginally correctly in the Directional Gravity Demo Project. But again as someone without the experience I don’t know how to sift through Tefel’s work to make something that works properly in the current version of the engine nor recreate the automatic adjustment from scratch.
So the two problems that it would help immensely for me to solve are:
How to move one object towards another.
How to make the engine recognize (from the players perspective) which direction they are being pulled to.
How to rotate the character’s feet to snap to the direction they are being pulled from.
If anyone would like to help me because you saw this post, know the answer, and feel like doing so, it would be immensely cool.
Bonus points if you know how to do it in the current version of the engine.
This first link directs to a video of me trying to maneuver Tefel’s test project, the second is Tefel demonstrating it working correctly.
**Edit, Or how to move the character/face the character’s feet towards a specific coordinate, that might be even more helpful.