How do I get O’Neill Cylinder or Ring World gravity using the new UE 5.4 Custom Gravity feature?

Hello, I have followed the tutorials to get this working for a planet(sphere) however since a collision component is required I have only been able to get this to work with a sphere and not on the interior of a cylinder or ring shape. I have tried capsule collision and several box collisions surrounding the cylinder as well as tweaking physics settings with no luck. I have exhausted all related forum posts and YouTube videos searching for a solution so if anyone has an idea of how to implement this it would be greatly appreciated.

Also, the ninja character plugin is no longer going to be supported and the directional planet gravity plugin hasn’t been properly updated since 5.1. So, I am looking for a work around using this new functionality for my game. Thank you!

For anyone who is looking into this, checkout this plugin which features a playable ring world.

Unreal Engine 5 Ring World — Walkable O’Neill Habitat | PlanetGen V1.5

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:check_mark: Ring worlds (CLMRingWorld) — cylindrical O’Neill habitats on the same terrain, noise, biome, grass and foliage pipeline as the planets. Walk the inner surface or the outer. Deterministic and seam-free.

:check_mark: Windowed ring streaming — chunks stream around the player and wrap the circumference, so very large rings only cost what is near you.

:check_mark: Centrifugal ring gravity — gravity points outward on the inner surface, inward on the outer. The same client-predicted character walks it, solo or multiplayer.

:check_mark: Structural shell — a procedural hull plus solid, collidable end walls, so the ring reads as solid from outside and its open ends are capped.

:check_mark: Stacked cloud and atmosphere layers — concentric translucent shells for a cloud deck and haze. Fly up through a cloud wall. Ring-masked fog keeps the effect inside the ring.