Problem in GravityScale in CharacterMovement in werid setup and condition,is this Normal?

Hey folks, I’m running into a weird issue with the CharacterMovementComponent’s GravityScale:

What I’m doing

  1. In the defaults (before play), I set GravityScale = 1.
  2. 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?