I am trying to create a game with space travel, as in i want to be able to travel from planet to planet.
i was able to create colliders covering the planets, and when the character enters the collider the gravity is set to function on that planet.
the problem i run into is that i have to set one of the colliders to function as the default engine gravity, but when this is set and i put my playerstart at a planet where this is not set, it pulls toward the other planet since it has not physicaly entered the collider of the planet it is now starting on.
setting gravity as default on all or multiple planets breaks the function.
my question is, is it possible to have a dynamic gravity system that simply understand whatever surface the player starts on is to be treated as the current gravity setting (since i would like to have players in a multiplayer setting be able to log in and out on different planets)
i am not all that experianced with Unreal, and know next to nothing about C++ so a simplified answer and (if relevant) in bleuprint would be nice.