I’m working on a level where I want a character to be pulled into a hole when they stop moving. Additionally, I’d like the gravitational pull to increase as the character gets closer to the hole. I found this thread about a similar topic (Pulling characters into a black hole - #6 by Everynone), but I’m struggling to make the character actually fall into the hole.
Does anyone have any suggestions or insights on how to achieve this? Thank you!
Thank you for your quick answer! I haven’t been able to reconstruct the blueprint yet, as I’m having difficulty locating most of the nodes. I apologize for my inexperience with the Unreal Editor. My inquiry was more theoretical: is there perhaps a simpler method to get the character to get drawn to something?
Thank you! This was exactly what I was looking for. However, the character isn’t falling through the hole because the force is preventing it. I tried placing the negative force within the hole to balance it out, but the character is still hovering. Do you have any ideas on how to fix this? I was considering implementing an attenuation to set the force to zero in the middle of the hole.
Could you clarify how this is supposed to work? We’re not making a black hole, surely? Do you have an opening in the floor towards which you simply want to pull the player; and, once close enough to the opening, let them fall through? Is that it?
The original suggestion would offer a fair bit of granular control over which axis pulls which way, how strongly and so on. The Radial Force component is rather simple, perhaps you could switch it off once the player has reached its location? Would that work?
The issue is that the player is already within the component to be affected by the radial force. I’m struggling to determine a way to set the distance so that the force is deactivated only when the player is directly over the hole.
I’d like the gravitational pull to increase as the character gets closer to the hole
Set Falloff to linear.
Or add a small overlap volume in the very centre. When the player overlaps it, destroy the component, or even destroy the entire Radial Force owning actor if it’s supposed to be single use only.