I’m simply wondering if there is a way to create a volume where this gravity override takes effect, here are two examples I had in mind.
In a Cube, the gravity would change direction, this could point in any direction.
In a Sphere the gravity would pull everything to the center of the volume.
And if something leaves the volume that gravity will resume as it normally would.
I would prefer if this volume could be freely moved around, like for example if it were attached to the character or a projectile, and would like to avoid any method that would make it static.
I would also like to know if there is a way to make specific things immune to these gravity overrides and have them only affected by the normal gravity.
I’ve only been on the forums a few times before, but I’ve seen you around quite a few times, you are most certainly a hero. I’ll be looking into this, I’ll also need to brush up on what arrays are since I’m still quite new to Unreal Engine, but this is going to be so fun to mess around with!
yeah this is very doable with an overlap volume actor. the pattern: actor with a box or sphere collision, on overlap add the component to an array, on end overlap remove it, then each tick apply a force to everything in the array. direction per volume, either a fixed vector for the cube or toward the center for the sphere.
for immunity just tag the components that should ignore it and skip them when you apply the force, that is the simplest filter. and since it is just an actor you can attach it to the character or a projectile and it moves along fine, nothing static about it. add a little falloff with distance and some damping and it feels much better.