Thanks! That’s a great resource. But unfortunately I need a more holistic solution. The one you linked (as well as various others) usually only apply to a custom character movement component and an actor. I need the custom gravity to apply to everything in the world, globally. Thankfully, I downloaded the UE4 source code the other night and I’m already well on my way to implementing such a solution.
After looking at the source code I think it’s hilarious that global gravity comes down to an FVector setup like this:
Had it been setup like this:
And exposed to blueprints (so that It could be changed in real time, which I’m currently in the process of doing) then this whole thread and countless others would be void.