Ce que je n'ai pas encore compris c'est que normalement dans le Controller, tu appelles les EnhancedInputAction avec un add mapping context. Comme je ne sais pas coder en C++, ça m'a casser tous les control. Je vais voir si je peux appeler les inputs différemment. EDIT : J'ai donc corrigé en mettant le add mapping context directement dans le Gamemode.
Thank you for your comment Bernhard ! I found a really nice model on Sketchfab, I just had to adjust it a little for our scene, and here's the result 😀
Hello, thank you for this informative video. I had no problem when I did the operations as you described. But I had a problem when I enlarged the sphere. For example, a sphere with a diameter of 2500cm. When the character approaches the other half of the sphere, it freezes and disappears from the screen. The system locks itself and gives the following error: Video memorry has been axhausted ("there is a value happening here" over budget) Expect extremely poor performance. What could be the cause of this :)
Thanks for your comment ! Oh that's weird, but this message error means that your graphic card is having hard times handling things within the Editor. Maybe you use lots of 4k or 8k textures ? Or you have a heavy scene ?
@@ProjProd The problem doesn't seem to be a heavy scene deficiency as you mentioned. Because I encounter the same problem when I enlarge the sphere on an empty stage. Moreover, almost I have a very good system :) I tried to create this scene with other methods. But I always encounter the same problem. I'm still trying to find a method but my knowledge is insufficient :(
How would I get this gravity field to also apply to AI actors / enemies walking around? Also how would I get Q/E to be able to rotate the camera left/right?
It's strange how no one does a tutorial about spherical gravity, but with moving planets. I managed to achieve something similar, but I ran into various stability issues with the character and camera keeping them anchored to the planet without shaking. So I'm curious if other experts like you, would solve these problems. Thanks!
Thanks for your comment man ! 👋 I see what you want to achieve there and it is indeed a bit more complex than the setup presented here. I need to dive into this, hope I have extra times to r&d this ! 🙏
I cant seem to"get gravity rotation from get gravity relative rotation " I get get it from the character movement but its not a function like you have, I am on unreal 5.4.2
Thank you very much, that's exactly what I was looking for! Would this method work for surface gravity? For example a system with planets like in the videos but adding spaceships in which you can walk on a flat surface?
Thanks a lot for your comment 🙌 Yes I’m pretty sure you can setup something like that ! The gravity system is ready to be used and much more stable than before 👌
looks very cool.. tried something simialr years ago in Unity... Now I am curious, how does the material for the planet look like ? I guess, one texture with normal and displacement map ?
J’ai découvert cette chaîne et je dois dire que je suis vraiment impressionné par la qualité des videos Par contre j’ai suivi le tuto et quand je vais en bas d’une planète la caméra se rapproche énormément du sol et du personnage, je ne vois pas trop comment fixer ça sinon au top le tuto
Merci beaucoup Alexandre pour ton message et ton soutien, c'est très gentil ! 😊 Pense à bien mettre en place le point de pivot de ta planète. Il faut qu'il soit bien centré, sinon tu risques d'avoir des comportements bizarre sur ton "Custom Gravity". 😎
@@ProjProd ah oui ça n’a pas sauvegardé et ça me l’as remis en bas, ça marche super bien sur une planète 😄 mais maintenant lorsque je veux changer de planètes la caméra change drastiquement d’angle
@@ProjProdje suis vraiment désolé de redemander ça mais je n’arrive pas du tout à résoudre le problème de caméra qui se téléporte quand on change de planète 😢 j’ai bien changé le game mode et mis le bon point de pivot pourtant
@@alexandreberthelot5464 C’est « normal » à cause du setup démontré ici ! Il faudrait ajuster le comportement de la caméra et son Boom aussi je pense ! Si tu changes avec le Player Controller de base, le problème est moins flagrant. Je planche sur le sujet pour essayer de trouver un « easy fix » ! 💪
@@ProjProd merci beaucoup de la réponse !! J’ai essayé pas mal de paramètres différents mais en vain, en mettant sur PlayerController il n’y a plus le problème de caméra qui change mais lorsque l’on souhaite aller en bas de la planète la caméra se colle au sol, j’espère qu’il y a une solution facile à ce problème
Hello Sir ! Iv a small issue, my game is using a blendspace and while under gravity it messes up the values. What would be the workaround ? I Use calculate direction
Ari’s step by step and code lines : dev.epicgames.com/community/learning/tutorials/w6l7/unreal-engine-custom-gravity-in-ue-5-4
Ce que je n'ai pas encore compris c'est que normalement dans le Controller, tu appelles les EnhancedInputAction avec un add mapping context. Comme je ne sais pas coder en C++, ça m'a casser tous les control. Je vais voir si je peux appeler les inputs différemment.
EDIT : J'ai donc corrigé en mettant le add mapping context directement dans le Gamemode.
Great tutorial!! Good job making it!!
Thank you sooo much for your comment and your support bro 🧡
@@ProjProd You're more than welcome!!
Very interesting! Thank you for uploading. But where did you get Woody?
Thank you for your comment Bernhard ! I found a really nice model on Sketchfab, I just had to adjust it a little for our scene, and here's the result 😀
Can you make tutorial how you add objects on your sphere? also if you can add random spawn actor on your sphere like pcg maybe?
Hey Marc 🙌
You could use PCG for that, it's certain. But here I've just manually placed eveything by hand ! 😉
Could you apply this new gravity with objects like the cubes found in the third person template?
Hello, thank you for this informative video. I had no problem when I did the operations as you described. But I had a problem when I enlarged the sphere. For example, a sphere with a diameter of 2500cm. When the character approaches the other half of the sphere, it freezes and disappears from the screen. The system locks itself and gives the following error: Video memorry has been axhausted ("there is a value happening here" over budget) Expect extremely poor performance.
What could be the cause of this :)
Thanks for your comment !
Oh that's weird, but this message error means that your graphic card is having hard times handling things within the Editor. Maybe you use lots of 4k or 8k textures ? Or you have a heavy scene ?
@@ProjProd The problem doesn't seem to be a heavy scene deficiency as you mentioned. Because I encounter the same problem when I enlarge the sphere on an empty stage. Moreover, almost I have a very good system :) I tried to create this scene with other methods. But I always encounter the same problem. I'm still trying to find a method but my knowledge is insufficient :(
How would one fix the pitch and yaw problem that come with aiming when putting this in the FPS template?
Hi bro! Did you find a solution? Because I kind of have the same problem.
Is there a way to have spherical oceans that have buoyancy and make objects float?
I'm sure there is ! But it might be really complex tho 🥲
How would I get this gravity field to also apply to AI actors / enemies walking around?
Also how would I get Q/E to be able to rotate the camera left/right?
That would need more advanced R&D ! Probably on both C++ class and Blueprints part 🤔
It's strange how no one does a tutorial about spherical gravity, but with moving planets. I managed to achieve something similar, but I ran into various stability issues with the character and camera keeping them anchored to the planet without shaking. So I'm curious if other experts like you, would solve these problems. Thanks!
Thanks for your comment man ! 👋
I see what you want to achieve there and it is indeed a bit more complex than the setup presented here. I need to dive into this, hope I have extra times to r&d this ! 🙏
@@ProjProd It would be fantastic and I also think you would be one of the first, or perhaps the first to explain it with your clarity!
I cant seem to"get gravity rotation from get gravity relative rotation " I get get it from the character movement but its not a function like you have, I am on unreal 5.4.2
Thank you very much, that's exactly what I was looking for! Would this method work for surface gravity? For example a system with planets like in the videos but adding spaceships in which you can walk on a flat surface?
Thanks a lot for your comment 🙌
Yes I’m pretty sure you can setup something like that ! The gravity system is ready to be used and much more stable than before 👌
looks very cool.. tried something simialr years ago in Unity...
Now I am curious, how does the material for the planet look like ? I guess, one texture with normal and displacement map ?
Thanks for your feedback 🙌
For this video, I just used a Megascan Material with a Displacement, to add extra details, specifically with shadows ! 👍
J’ai découvert cette chaîne et je dois dire que je suis vraiment impressionné par la qualité des videos
Par contre j’ai suivi le tuto et quand je vais en bas d’une planète la caméra se rapproche énormément du sol et du personnage, je ne vois pas trop comment fixer ça sinon au top le tuto
Merci beaucoup Alexandre pour ton message et ton soutien, c'est très gentil ! 😊
Pense à bien mettre en place le point de pivot de ta planète. Il faut qu'il soit bien centré, sinon tu risques d'avoir des comportements bizarre sur ton "Custom Gravity". 😎
@@ProjProd ah oui ça n’a pas sauvegardé et ça me l’as remis en bas, ça marche super bien sur une planète 😄 mais maintenant lorsque je veux changer de planètes la caméra change drastiquement d’angle
@@ProjProdje suis vraiment désolé de redemander ça mais je n’arrive pas du tout à résoudre le problème de caméra qui se téléporte quand on change de planète 😢 j’ai bien changé le game mode et mis le bon point de pivot pourtant
@@alexandreberthelot5464 C’est « normal » à cause du setup démontré ici ! Il faudrait ajuster le comportement de la caméra et son Boom aussi je pense ! Si tu changes avec le Player Controller de base, le problème est moins flagrant. Je planche sur le sujet pour essayer de trouver un « easy fix » ! 💪
@@ProjProd merci beaucoup de la réponse !! J’ai essayé pas mal de paramètres différents mais en vain, en mettant sur PlayerController il n’y a plus le problème de caméra qui change mais lorsque l’on souhaite aller en bas de la planète la caméra se colle au sol, j’espère qu’il y a une solution facile à ce problème
Hello Sir !
Iv a small issue, my game is using a blendspace and while under gravity it messes up the values. What would be the workaround ? I Use calculate direction
Hi friend did you find a solution for your problem? Because i'm having the same issue i think
does this work with chaos vehicles?
Haven't tried yet ! 🙌
is this replicated?