Scenario 1: I started a fresh new project as you can see in the picture. I would like the sphere in the picture to have its own dynamic gravity that pulls the player in as if it was a dwarf planet that’s all for now. Anybody have a blueprint or can explain to to my novice mind how to make this happen in Unreal Engine?
Skype: DigiWurk
This is, in fact, EXTREMELY complicated.
The reason for this is that, for much of UE’s behind-the-scenes character capsule math, Z is hardcoded to be the up-down axis. For physics objects, getting this working would be trivial, but if you do it with characters, they can get sucked in TOWARD the sphere but the game won’t register that this is a “new down direction”’; it won’t rotate their capsule to match the surface, it won’t treat them as standing on a surface and able to walk, etc.
Getting this working is going to involve some C++ as you’ll have to rewrite parts of the Engine’s default Character Movement Component.
FWIW allowing a dynamic character gravity vector is also on the Trello roadmap so it’s hopefully coming sooner-or-later for those of us with no Sepples skills…