I have a custom pawn I created myself. I made a movement component, and now want to add gravity. If I do AddVector(FVector(0.f, 0.f, -1.f) * GravityPower)
in the movement component’s tick, where GravityPower = 10, the character barely jumps and falls down normally from a ledge. If I do GravityPower = 0.3, the character jumps a bit higher, and falls down very slowly
How can I actually add gravity to my pawn without resorting to deriving from ACharacter?
how does your Jump work?
I just do AddMovementInput(GetActorUpVector(), JumpPower)
This actually fixed my problems. Can you make this an answer so I can accept it?
Surely! I’ll also change the wording as I had assumed you were attempting to do custom physics for a reason.
Rather than attempting to perform physics calculations yourself, you could set your custom pawn to simulate physics (it’s a checkbox in the details panel) and then lock certain rotations to prevent it from spiraling in unrealistic ways.