Has anyone successfully rewritten the character walking state to use custom gravity?

I’ve been trying to rewrite the character movement component to sue a supplied gravity vector instead of assuming it on the Z axis, but the code for walking is spread across so many functions that I am having a hard time, and I am wondering if anyone has done it?
Part of the problem is that I don’t understand the intended purpose of some functions, etc.
Has anyone else made an attempt at this?

I think this is what you are looking for.


Thanks, that helps a lot.

Your welcome :slight_smile: