Gustavo made a new presentation video and, most important, a full tutorial video.
Half of the new features were made due to comments here, so if you bought it or not, leave a comment here if you want some feature or have a suggestion.
Hey, one more question, do you think it would be possible for the player to have marginal influence on air control while in the gravitational field? Let’s say I put a weak spherical field, just above the floor in the third person template. If I get caught in that field, I want the player character to have a very small amount of control over his trajectory, while inside the field, before the delay is over.
I also don’t want the character to be spinning around helplessly without any controller input, like you have in the demonstration video. Is there any way to stop that? I want to be able to perform actions while under the dynamic gravity’s control.
Today it’s not possible, because the actor component activate the physics, and after this you can’t control the Character until physics is off.
But I’m already working in some type of control of Dynamic Gravity Force Field and with your question I had an ideia of a new feature (I will include this in the version 1.2).
To minimize the spinning today try changing the value of “Angular Damping” on CapsuleComponent. I’m working to improve the “Adjust Rotation” option, today this not work correctly with characters (This will be in the version 1.2 too).
I am trying to change the “DynamicGravityForce” that is affecting a pawn during runtime. Is this possible? I cannot seem to get it to work. I am using “set dynamic gravity force” for the “DynamicGravityActor component” within my pawn based on user input. I am using blueprint.
Wow, I never thought about it.
Ok, I tested here and there is a method to change, but there is a situation that is doesn’t work, if you’re inside a Dynamic Gravity Force already you can’t call the function “EndOverlap”, You can not leave within their area.
So, for this to work the new Dynamic Gravity Force needs to be inside the Force that is active (like below) and you need to set the value for “Loc Gravity” and “Dynamic Gravity Intensity”, see the image below to understand how to do this.
As you can see, if the actor isn’t inside any Dynamic Gravity Force, you need to set the value for “Dynamic Gravity Boolean”.
If you don’t understand, don’t worry about that, we are compiling some questions about Dynamic Gravity and making a new video, and this situation will be in this video.
I need to be sincere with you, I never tested this actor component with replications/multiplayer yet, and I will test just next week.
As soon as I test I’ll reply this comment.
Thank you for the quick response. Another question… Can an actor be affected by multiple gravity force fields at the same time? I would like the ability to have multiple points of gravity.
I was able to get force field switching to work by adding another function inside of the Dynamic Gravity Actor. I would be happy to share with you what I did. Here is a video showing it in action. Three fields toggled using the 1, 2, and 3 keys. Video
No, but there is a way to do this, although I need to change a lot of things. I need to create an array variable to Dynamic Gravity Force, Loc Gravity, Dynamic Gravity Intensity and a way to just set the value FALSE to Dynamic Gravity Boolean when end overlap in all Forces.
I’m now working in multiple widgets to Dynamic Gravity Force (it’s a very cool effect) and this will be in version 1.2. So, I think it’s not possible to finish without bugs your idea since next month, when I want to release the version 1.2.
Hi! I am currently thinking about a project containing a room that is split in two parts, each having different physical properties (including gravity, which is why I am posting here). As I am still reading on the engine and still in the concept phase: Would it be possible to have the player manipulate the gravity in your component?
Hello rmhfl.
Yes, you can do this, but you can’t change the orientation of character component (this need C++ modifications).
You can change gravity orientation and force during gameplay too.
Awesome plug in thank you.
Maybe you can help me, how can i use this to make an car drive on loop track, like a amusement park , with upside down and side to side driving?
I want the car to stick to the track, is this possible?