Hey folks, I’m running into a weird issue with the CharacterMovementComponent’s GravityScale:
What I’m doing
- In the defaults (before play), I set GravityScale = 1.
- At runtime (after BeginPlay), I grab my CharacterMovementComponent and set GravityScale = 0.
What I see
- My
PrintString
confirms GravityScale is 0. - But my character still falls!
- If I bump up GravityScale before BeginPlay, the fall speed increases as expected.
- If I set GravityScale to 0 before BeginPlay and never touch it at runtime, the character correctly floats.
Is this expected? Or is something else overriding/resetting gravity after BeginPlay? Any ideas what I’m missing?