UE5 is there a simple way to override gravity in a volume

See if you can work with something along the lines of:

  • an actor with a collision volume detecting components that overlap it
  • if the entering comp has an appropriate tag and simulates physics, we add it to an array
  • when comps leave volume, we remove them from the array
  • the actor applies force to all components that meet the abovementioned criteria

The spheres are unaffected here as they do not have the tag - that’d be one way to exclude things.

In a Cube, the gravity would change direction, this could point in any direction.

You could use the same method and:

Rather than towards the centre.

attached to the character or a projectile

Sure, why not:


This can be improved in a number of ways:

  • linear and angular dampening could help
  • force diminishing with distance for spherical volumes would make it seem more natural, surely

And there’s probably some kinks to iron out, as always. You’d also need to work a bit harder to get it affect player’s movement component.

Perhaps this can get you going, though.

Good luck!

2 Likes