Compared to the base character, one that describes itself having prediction and server correction etc- is there anything missing in this controller? Or is it on the same level completly in terms of networking.
@@ThugDestroyer I started with searching for his example levels in the plugins, then searching for the files/objects used there, from there it was going in and seeing what does what, what the trigger boxes do, what the character does, I got it working ish with my character but not fully integrated yet
Gosh, that's awesome! Spent all day trying to figure out how to change gravity direction, and finaly an easy and nice solution! Wanna make a Portal-style game with gravity change mechanic with this
I’ve been using the the plug in for a little bit and have make some big planets and spawned multiple characters and it works the main problem is sometimes the gravity vector doesn’t work and I have to put a new one in
hey man, did you make a tutorial on how to make this yet? I'm having some issues with the plugin and I think it would help me a lot if I knew how this all worked. The issue I'm having is that gravity direction doesn't seem to update every frame even if I set it in event tick. this results in sloppy interpolation of character rotation :(
@@chilli1472 Same here, i have to add a boom and camera lag for the jittery camera movement to disappear, which makes the camera movement not as snappy as i want it
Hi -on the topic of custom gravity: how hard would it be to change the recast/nav map system so it would accept different down vectors? I think having maps for X/-X/Y/-Y/Z/-Z would be enough to cover a sphere/planet. I've tried to dig through the recast generator class but couldn't find a clear variable responsible for the down vector to expose/allow editing in the navmesh volume.
This seems really cool! Can you do a tutorial on how to use this for third person wall running? Perhaps on an uneven wall with bumps, this seems like it would work perfectly!
BUG REPORT: I added the plugin to my plugin folder for an UE4.20 project and enable it at plugins & got 3 errors: when i want to create a new BP_gravityCharacter and add components (lights, springarms) i can see them in component tab, but i cant see them in the BP viewport nor select them or click translate, basically cant add components, also an error message appears: "One or more blueprints has an unresolved compiler error: "are you sure you want to Play in Editor? BP_GravityCharacter" this message stops appearing after saving... but there is a third error, if i double click in construction script: "parent: construction script" BP_GravityCharacter opens and shows an error in "updateplanetgravity" after "foreachloop" says: badcastnode. What can i do? is there extra steps to implement for a current project? Thanks, it looks AWESOME!
Thanks, i think you are correct, i investigated why when creating a new BP_GravityCharacter i could not see or use components from a regular BP, and i read that it happens sometimes when you use childs from the original BP, then you wont be able to see, edit or use components... but i just added the plugin folder to my plugins folder, enable and created a new BP, I never created a child... it sounds weird, but after reading your coment, i think you´r right, but it will be easier if you make a new gravity component, this way also you dont need to redo all your current characters in a new BP_GravityCharacter, and components will work since it´s the same original BP; you will only need to add the new gravity plugin component to the old character BP, but... not sure if that´s hard to acomplish or impossible since i read in your site you edited the original BP... making a gravity component instead of a new BP could be a great solution, aniway thanks and please tell us when to download it again...BTW... Discord invitation link, doesn´t work.
You Rock man! really the best, I´ll try it, and i will also delete my bug report, since no reason to keep it. The plugin works for UE4.20 only or from wich version? how to make it work with Multiplayer? How to find you at discord? current link its broken man, thanks!
He also put it on the marketplace www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity To see the content: - Enable the plugin - In your content browser, click "view options" (the eye icon, bottom right) and enable "Show Plugin Content" and "Show Engine Content" - Lastly search for the "DirGravity Control" folder. You can open that and find all the levels he shows in the video
Hello, where do I find the "GetGravityMovementComponent" node??? I want to use my own character for the directed gravity. Now I copy/pasted both variables, the macro, the function and EventGraph content. It all works fine exept the GetGravityMovementComponent" node. UE2.7 says >>This blueprint (self) is not a GravityCharacter, therefore ' Target generated from expanding Get Gravity Direction Interp ' must have a connection.
Is there any chance I could get some assistance with using this plugin with Worldscape? 8 ) Its amazing in the demo and ive been studying it and jsut cant seem to get the gravity to work? is it because the planet may be to big? I got the character movement and things working fine. and can get it to work on smaller planets? or am I missing adding something lol Its just not applying the gravity when I have the Game mode set up just like in the demo and a tiny planet on a full scale.
A couple things I'd like to ask. -What is the limitation with multiplayer? -Maybe a dumb question, how would I use this for my own character? Maybe someone can link me something that would help me, kinda new at this and right now I'm stuck with the blue guy, not sure how to edit the start player spawner or how to get it to use my player that I've made with the proper new gravity working. Kinda wish some basic documentation came with this ;)
Tenho esse plugin dês de o inicio dos estudos, mas só me interessei a usa-lo agora, achei fantástico, breve postarei um feedback mais detalhado na Epic Games.
Hi Tefel, Thanks so much for this free resource! I'm trying to integrate this into my Lyra character in UE5 but have hit a snag with "set Gravity Dir" in the event graph "Update Gravity every tick" for the BP_GravityCharacter. When I look for this in my Lyra character I can't find it even if clicking on the movement component. I'm hoping I'm missing something easy but please let me know if you can assist.
Quick question: If place 2 different gravitational objects next to each other and the pawn jump would the gravity shift if it was close to the second one What about animation
This looks pretty awesome, great job! The only question I've got is, if you've considered tinkering with navmesh creation to suit these spherical or custom-gravity situations.
Hi! Amazing work on this one! I've been trying to not have the character/camera automatically rotated when the gravity is changed. Haven't found it in the BP, so I'm assuming it's in the gravity movement component c++. Could you help me find where this is performed? (Maybe line of code) thx a lot!!
Can you make it spin 1000 mph as well? Trying to make real life gravity in game engine. Can you get water planes working on the sphere? Or convert them to water curve. Can you also add relativity as well? And how can we add realistic sun rotation?
Do you have an updated example project, because the one on Epic store doesn't work with UE 4.27. I have the plugin, but don't know how to use it. Is there any documentation somewhere?
Hay Tefel Im using your awesome planet gravity plugin for my voxel planets, i want to be able to have planet rotation and planets that orbit a sun or moons orbiting planets. so far iv tested planet rotation and i get jittering or objects not rotating with the planet any suggestions. i need everything player/objects/props ect inside the planet atmosphere to be attached to the planet in some way so it moves with the planet
Can you make a full tutorial pleas - how to add this directional gravity to new project and characters and etc things please? I enabled the plugin but nothing working!
@@UnrealTefel Can you please do it ASAP (as soon as possible) that nice tutorial? - everyone wants it - i WILL VERY APPRECIATE IT! Current problem are that the project samples are out of date (i.e - 4.21 version I guess?) and current UE 4.25 version does not recognise plugins added to that project and it asks to recompile from source - but the source code are full with bugs (errors) and cannot be recompiled by Visual Studio. That could be the minor thing - because the major anyway - nobody have no idea how you made it and how to add it to the new project to the new character. And I want to make a big planet game but I have no idea how to use your Directional gravity. I will very appreciate if you will do even just quick 5 minute tutorial as simple as possible to add to new project to add to new character, add directional gravity to all objects and could be nice to add directional gravity to UE Landscapes as well because current Directional Gravity supports only as blueprint and only static mesh - it could be nice to enable it not only for static mesh but for Landscapes as well to make Planets out of spherical Landscapes (and not static meshes)
is the project file still available or is it in the plugin itself? I have the plugin installed but I can't find the level file anywhere. Edit: Nvm, found it, enabled view plugin content under the bottom right view options tab and its under DirGravity Content in the content browser on the left panel.
I needed this for an upcoming project; Tefel, you're awesome. Unfortunately I get ''This site can’t be reached'' when trying to download on your site. Am I the only one with this issue?
Hmm it was downloaded several times after uploading this video, so for other people it works. You cannot go on sellfy? Is it this link then: sellfy.com/p/7XyL/ ?
Thanks for the reply. Since it wasn't working either and you said it was working for others, I tried disabling my VPN and it worked. So my bad, and thanks again!
@@UnrealTefel I think you should move this and the plugin to Github since they are both free and we can report bugs directly to you there. Side note, I got this and the editor plugin version from Epic Marketplace working with slight modifications. The plugin was just adding Linux to the WhitelistedPlatforms and with the project I had to recreate a c++ Project from the editor and move over the Content and Source files from your original project, couldn't compile because it said it couldn't find the UE4Editor target in the projects Rules directory.
Thanks for the guide, this is a great opportunity to understand how gravity works for beginner developers. I heve a question, when the planet ask the rotation that the character begins to spin with it, how can I change this?
Hello is it possible to have 2 different gravitations at the same time? I have a Cube, and inside i have enemies who use the floor gravity. the character is on the floor at the beginning aswell but he can change to the wall gravity, while the enemies still have the ground gravity. so i can run on the wall while the enemies are still on the floor
Hey Flynn, would you like to see tutorial how to use it, or how to implement it in UE4. This is free plugin you can just grab and use with example so it's very good point to start. But maybe I will do something in addition. Please let me know what content would you like to see. Cheers!
Is there a way to use this in the editor? For example if you want to edit a level on a different side of the planet than the top? a sorts of editor camera that follows this system?
This requires world simulation, you can simulate it so everything plays and then saves all actor positions back to the level. But I assume you just want to affect the camera to stay aligned to the sphere. Make your own camera with controls where you move it around a sphere! If it's for cinematic, you could also use motion track and splines to have smooth camera transform update over time.
Hey, I have been developing games for a long time, but just now got into Unreal, I did installed the plugin on the engine and set it active but I am failing to find the component when I try to add component to my character... There is any step by step in how to use the plugin properly?
You should look into example project and GravityCharacter itself, it's fairly simple to use, just changing gravity vector when needed, that's all actually.
@@UnrealTefel I tried to open the example project on 4.25 and it says that the project needs to be upgraded, I hit yes and it gives me a compiling issue and asks to try to compile it on Visual Studio... Am I doing something wrong?
Can I use this plug in for a antoi gravity racing track. Lets say I did a spline track using a a mesh. Can I transform that same track with that plug in in the way that I rotate upside down and the vehicles dont fall?
I think you could easily do that. Setting gravity towards the track on the spline. Of course vehicles would fly up. But they can still drop out of the track. ;)
How difficult would it be to make a level with a few mini planets all with gravities interacting together... so if you jump on a side of a planet facing another planet.. you'd be pulled up more.. kinda like how the moon creates the tides... basically what im asking is: is it possible to have multiple gravity vectors pulling a character at once?
Hi Tefel, when I open the .uproject in Unreal 4.20 on Mac, it says that it could not be compiled and asks me to build it from the source manually. Any advice? Also, when do you think your tutorial on this setup will be coming out? Really looking forward to whatever you do next! Thanks.
Hey. I've tried to build it using Xcode 10 but the compile fails with this error: "Command ExternalBuildToolExecution failed with a nonzero exit code" Any advice would be appreciated.
If anyone gets this to compile on Mac using Xcode 10 and Unreal 4.20, please send me a message! Thanks, and looking forward to the possible accompanying tutorial, Tefel.
Awesom work m8ty problem what ever i do i cant use my own character to work the current char u using i cant replace . any work around ? keep up the good work
You will never have this problem, simply because you can just inherit from Gravity Character instead of just Character and everything will work for you! :) No meter if you create your character from BP or code it will still work well.
@@UnrealTefel tnx for replay m8ty i did try this some how my character doesnt get reconized by ur project and also character animation doesnt get reconized . thats why i got stuck . can u make a smal tut how to do it ? i am real bad with c ++ edited : what i ment was another bleuprint character i cant get this to work :
And another tutorial with the wrong version. Is it possible to create a planet with the landscape? without procedural generation with version 5.2? I only find tutorials that are several years old.
I started working in 4.21.2 to implement this plugin, I am having a lot of difficulty setting up the ability for the character to swim in water volumes. There doesn't seem to be a way to cast a variable to the default character you made, HumanGravityCharacter. Normally you would just cast a bool to your default ThirdPersonCharacter actor but that actor isn't used in your demo, is there a way to reference the HumanGravityCharacter like this or set the default pawn back to ThirdPersonCharacter? Will that affect the functionality of the plugin?
Would anyone who has gotten this to work on their Third-Person Character be willing to help me out? I've added the GravityCharacter component to my Third-Person Character but I have no idea how to get it to actually work on an existing character/environment. Thanks
@@UnrealTefel man when I turn on: " show plugin content", it doesn't change absolutely nothing! can I send you a video on Gmail? (in this way maybe we can see what's the problem. )
Of course movement is working for AI so you can control them moving forward and turning. Writing simple script chasing our character should be fairly easy. If you are asking about nav mesh. This can be a little bit tricky because of planar navigation generation.
OUR KICKSTARTER IS LIVE: www.kickstarter.com/projects/teradgames/astrocolony
Compared to the base character, one that describes itself having prediction and server correction etc- is there anything missing in this controller? Or is it on the same level completly in terms of networking.
This needs a lot more tutorials on how to use the plugIn in different ways.
Step by step.
I will make some tutorials about using the plugin in Unreal Engine 5!
@@ThugDestroyer I started with searching for his example levels in the plugins, then searching for the files/objects used there, from there it was going in and seeing what does what, what the trigger boxes do, what the character does, I got it working ish with my character but not fully integrated yet
@@UnrealTefel When?
@@UnrealTefel neeeeed
Still no tutorials. You must have abandoned any support for your plugin. @@UnrealTefel
thanks Tefel, free gravity for all!!! just careful not fall upside down now
Давно хотел побаловаться с гравитацией, но всё руки не доходили. Спасибо товарищ Tefel!
awesome dude this looks like the best free gravity I have seen on youtube! and you are providing an example project and plugin AMAZING thx!
Ho that's amazing ! That was something missing for sure ! Feels very "Spore" style, I love it.
yo this is underrated
this is what i was trying to do for months now. Thank you very much!
Free? Awesome! Thanks for gifting this asset to us :)
Have a good one!
Gosh, that's awesome! Spent all day trying to figure out how to change gravity direction, and finaly an easy and nice solution! Wanna make a Portal-style game with gravity change mechanic with this
thank you so much for making this! i will read the article!!
How large can you make the planet? I mean is there a limit to how big I can have it without having issues and will this work for multiplayer?
I’ve been using the the plug in for a little bit and have make some big planets and spawned multiple characters and it works the main problem is sometimes the gravity vector doesn’t work and I have to put a new one in
Only sky is a limit, means no limits ;)
please do a tut on how you setup and created this map
hey man, did you make a tutorial on how to make this yet? I'm having some issues with the plugin and I think it would help me a lot if I knew how this all worked. The issue I'm having is that gravity direction doesn't seem to update every frame even if I set it in event tick. this results in sloppy interpolation of character rotation :(
also, would you consider hosting it on github?
@@chilli1472 Same here, i have to add a boom and camera lag for the jittery camera movement to disappear, which makes the camera movement not as snappy as i want it
Whoa. The blue dude model. This thing sure has been in development for a while, huh?
Hi -on the topic of custom gravity: how hard would it be to change the recast/nav map system so it would accept different down vectors? I think having maps for X/-X/Y/-Y/Z/-Z would be enough to cover a sphere/planet. I've tried to dig through the recast generator class but couldn't find a clear variable responsible for the down vector to expose/allow editing in the navmesh volume.
Great thank you for this asset, and for sharing. Will try it soon.
This seems really cool! Can you do a tutorial on how to use this for third person wall running? Perhaps on an uneven wall with bumps, this seems like it would work perfectly!
Calm down naruto
where do you get the sample projects? i cant find any on the project site
BUG REPORT: I added the plugin to my plugin folder for an UE4.20 project and enable it at plugins & got 3 errors: when i want to create a new BP_gravityCharacter and add components (lights, springarms) i can see them in component tab, but i cant see them in the BP viewport nor select them or click translate, basically cant add components, also an error message appears: "One or more blueprints has an unresolved compiler error: "are you sure you want to Play in Editor? BP_GravityCharacter" this message stops appearing after saving... but there is a third error, if i double click in construction script: "parent: construction script" BP_GravityCharacter opens and shows an error in "updateplanetgravity" after "foreachloop" says: badcastnode.
What can i do? is there extra steps to implement for a current project? Thanks, it looks AWESOME!
Thank you, I will fix it soon. Probably there is a dependency from Plugin to project.
Thanks, i think you are correct, i investigated why when creating a new BP_GravityCharacter i could not see or use components from a regular BP, and i read that it happens sometimes when you use childs from the original BP, then you wont be able to see, edit or use components... but i just added the plugin folder to my plugins folder, enable and created a new BP, I never created a child... it sounds weird, but after reading your coment, i think you´r right, but it will be easier if you make a new gravity component, this way also you dont need to redo all your current characters in a new BP_GravityCharacter, and components will work since it´s the same original BP; you will only need to add the new gravity plugin component to the old character BP, but... not sure if that´s hard to acomplish or impossible since i read in your site you edited the original BP... making a gravity component instead of a new BP could be a great solution, aniway thanks and please tell us when to download it again...BTW... Discord invitation link, doesn´t work.
Updated new version of plugin which can be taken from original project and added to any without any errors or warnings.
You Rock man! really the best, I´ll try it, and i will also delete my bug report, since no reason to keep it. The plugin works for UE4.20 only or from wich version? how to make it work with Multiplayer? How to find you at discord? current link its broken man, thanks!
@@blakegt.7326 Updated broken discord link: discordapp.com/invite/SQ6JEkQ
You can find me there, I am willing to help with a plugin.
He also put it on the marketplace
www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity
To see the content:
- Enable the plugin
- In your content browser, click "view options" (the eye icon, bottom right) and enable "Show Plugin Content" and "Show Engine Content"
- Lastly search for the "DirGravity Control" folder. You can open that and find all the levels he shows in the video
OH thanks, I was wondering why I couldnt find the map or anything lol
Hello, where do I find the "GetGravityMovementComponent" node??? I want to use my own character for the directed gravity. Now I copy/pasted both variables, the macro, the function and EventGraph content. It all works fine exept the GetGravityMovementComponent" node. UE2.7 says >>This blueprint (self) is not a GravityCharacter, therefore ' Target generated from expanding Get Gravity Direction Interp ' must have a connection.
Did you try more recent versions of UE? I have 5.1 and example project didn't work.
Is there any chance I could get some assistance with using this plugin with Worldscape? 8 ) Its amazing in the demo and ive been studying it and jsut cant seem to get the gravity to work? is it because the planet may be to big? I got the character movement and things working fine. and can get it to work on smaller planets? or am I missing adding something lol Its just not applying the gravity when I have the Game mode set up just like in the demo and a tiny planet on a full scale.
A couple things I'd like to ask.
-What is the limitation with multiplayer?
-Maybe a dumb question, how would I use this for my own character?
Maybe someone can link me something that would help me, kinda new at this and right now I'm stuck with the blue guy, not sure how to edit the start player spawner or how to get it to use my player that I've made with the proper new gravity working.
Kinda wish some basic documentation came with this ;)
This is absolutely awesome!!!
Tenho esse plugin dês de o inicio dos estudos, mas só me interessei a usa-lo agora, achei fantástico, breve postarei um feedback mais detalhado na Epic Games.
Hi Tefel,
Thanks so much for this free resource! I'm trying to integrate this into my Lyra character in UE5 but have hit a snag with "set Gravity Dir" in the event graph "Update Gravity every tick" for the BP_GravityCharacter. When I look for this in my Lyra character I can't find it even if clicking on the movement component. I'm hoping I'm missing something easy but please let me know if you can assist.
nice this is something i was looking for a hobby project!
Quick question: If place 2 different gravitational objects next to each other and the pawn jump would the gravity shift if it was close to the second one
What about animation
Hey, great plugin, any change you'll make this compatible with UE5?
This looks pretty awesome, great job!
The only question I've got is, if you've considered tinkering with navmesh creation to suit these spherical or custom-gravity situations.
Big thanks for the plugin
Hi! Amazing work on this one! I've been trying to not have the character/camera automatically rotated when the gravity is changed. Haven't found it in the BP, so I'm assuming it's in the gravity movement component c++. Could you help me find where this is performed? (Maybe line of code) thx a lot!!
I believe changes are required for this to run in UE5? (not at my work computer in few more days, just planning ahead here)
Can you make it spin 1000 mph as well? Trying to make real life gravity in game engine. Can you get water planes working on the sphere? Or convert them to water curve. Can you also add relativity as well? And how can we add realistic sun rotation?
Do you have an updated example project, because the one on Epic store doesn't work with UE 4.27. I have the plugin, but don't know how to use it. Is there any documentation somewhere?
Hay Tefel Im using your awesome planet gravity plugin for my voxel planets, i want to be able to have planet rotation and planets that orbit a sun or moons orbiting planets. so far iv tested planet rotation and i get jittering or objects not rotating with the planet any suggestions. i need everything player/objects/props ect inside the planet atmosphere to be attached to the planet in some way so it moves with the planet
Can you make a full tutorial pleas - how to add this directional gravity to new project and characters and etc things please? I enabled the plugin but nothing working!
Hey, yes I was thinking about that!
@@UnrealTefel Can you please do it ASAP (as soon as possible) that nice tutorial? - everyone wants it - i WILL VERY APPRECIATE IT! Current problem are that the project samples are out of date (i.e - 4.21 version I guess?) and current UE 4.25 version does not recognise plugins added to that project and it asks to recompile from source - but the source code are full with bugs (errors) and cannot be recompiled by Visual Studio. That could be the minor thing - because the major anyway - nobody have no idea how you made it and how to add it to the new project to the new character. And I want to make a big planet game but I have no idea how to use your Directional gravity. I will very appreciate if you will do even just quick 5 minute tutorial as simple as possible to add to new project to add to new character, add directional gravity to all objects and could be nice to add directional gravity to UE Landscapes as well because current Directional Gravity supports only as blueprint and only static mesh - it could be nice to enable it not only for static mesh but for Landscapes as well to make Planets out of spherical Landscapes (and not static meshes)
is the project file still available or is it in the plugin itself? I have the plugin installed but I can't find the level file anywhere.
Edit: Nvm, found it, enabled view plugin content under the bottom right view options tab and its under DirGravity Content in the content browser on the left panel.
I needed this for an upcoming project; Tefel, you're awesome.
Unfortunately I get ''This site can’t be reached'' when trying to download on your site. Am I the only one with this issue?
Hmm it was downloaded several times after uploading this video, so for other people it works. You cannot go on sellfy? Is it this link then: sellfy.com/p/7XyL/ ?
Thanks for the reply. Since it wasn't working either and you said it was working for others, I tried disabling my VPN and it worked. So my bad, and thanks again!
@@UnrealTefel I think you should move this and the plugin to Github since they are both free and we can report bugs directly to you there. Side note, I got this and the editor plugin version from Epic Marketplace working with slight modifications. The plugin was just adding Linux to the WhitelistedPlatforms and with the project I had to recreate a c++ Project from the editor and move over the Content and Source files from your original project, couldn't compile because it said it couldn't find the UE4Editor target in the projects Rules directory.
Veryyy Veryyy Thanksssss Tefelll, you are the Best!!!! thanksssss
hi, do you have a version for ue5 now thanks.
No, sorry, I didn't try it in UE5.
interesting, great work man thank you.. (this should be the way for remake `populous`. Kaaah ka kaaaaaaaah
Thanks for the guide, this is a great opportunity to understand how gravity works for beginner developers. I heve a question, when the planet ask the rotation that the character begins to spin with it, how can I change this?
Very cool! As someone else has asked, how can this work with navmeshes?
Great video, Thank you.
Hello is it possible to have 2 different gravitations at the same time?
I have a Cube, and inside i have enemies who use the floor gravity. the character is on the floor at the beginning aswell but he can change to the wall gravity, while the enemies still have the ground gravity.
so i can run on the wall while the enemies are still on the floor
Im having trouble setting it up do you think you could make a video about on how to set it up
This looks really neat, but it's not intuitive how to implement it in a project beyond your example maps. Could you please do a tutorial?
Amazing work!
Hey Tefel, this looks AWESOME! Does this also work with uneven surfaces?
Can you make a video on how to make a character be able to walk, run, stand, on walls and ceilings kinda like spiderman
hey any idea on how to replicate the gravity character for multiplayer?
well... i cannot edit gravity character after i place it to map. any idea?
Hi Tefel,
Any word on a tutorial on directional gravity in Unreal?
Hey Flynn, would you like to see tutorial how to use it, or how to implement it in UE4. This is free plugin you can just grab and use with example so it's very good point to start. But maybe I will do something in addition. Please let me know what content would you like to see. Cheers!
Much needed
hi can u make a tutorial how u set up this plugin for use?
Is there a way to use this in the editor? For example if you want to edit a level on a different side of the planet than the top? a sorts of editor camera that follows this system?
This requires world simulation, you can simulate it so everything plays and then saves all actor positions back to the level.
But I assume you just want to affect the camera to stay aligned to the sphere. Make your own camera with controls where you move it around a sphere!
If it's for cinematic, you could also use motion track and splines to have smooth camera transform update over time.
I just got these plugins, so this is perfect, I'm going for Ratchet and Clank rip off.
Hi, if you enlarge the planet, then the camera starts to jerk strongly when moving, can you fix it?
Hey, I have been developing games for a long time, but just now got into Unreal, I did installed the plugin on the engine and set it active but I am failing to find the component when I try to add component to my character... There is any step by step in how to use the plugin properly?
You should look into example project and GravityCharacter itself, it's fairly simple to use, just changing gravity vector when needed, that's all actually.
@@UnrealTefel I tried to open the example project on 4.25 and it says that the project needs to be upgraded, I hit yes and it gives me a compiling issue and asks to try to compile it on Visual Studio... Am I doing something wrong?
HEY, CAN YOU REBUILD THIS? 4.25
Can you check if it's working? Please visit our discord if you have any troubles discord.com/invite/SQ6JEkQ
Can I use this plug in for a antoi gravity racing track. Lets say I did a spline track using a a mesh. Can I transform that same track with that plug in in the way that I rotate upside down and the vehicles dont fall?
I think you could easily do that. Setting gravity towards the track on the spline. Of course vehicles would fly up. But they can still drop out of the track. ;)
How difficult would it be to make a level with a few mini planets all with gravities interacting together... so if you jump on a side of a planet facing another planet.. you'd be pulled up more.. kinda like how the moon creates the tides... basically what im asking is: is it possible to have multiple gravity vectors pulling a character at once?
Hey Brian. Are you talking about something what I implemented here?
th-cam.com/video/PLzu-nCjhA8/w-d-xo.html
I don’t know how use it
Hi Tefel, when I open the .uproject in Unreal 4.20 on Mac, it says that it could not be compiled and asks me to build it from the source manually. Any advice?
Also, when do you think your tutorial on this setup will be coming out?
Really looking forward to whatever you do next!
Thanks.
Ah binaries are for windows, but you should be able to get source code and compile it from visual studio.
Do you mean Xcode? What file would I need to open in Xcode to compile?
Xcode or visual studio
Hey. I've tried to build it using Xcode 10 but the compile fails with this error: "Command ExternalBuildToolExecution failed with a nonzero exit code"
Any advice would be appreciated.
Is it possible to make the planet's gravity pull on the UFO (flying pawn) then land with it and use its gravity to 'walk' ?
yes
@@UnrealTefel Dziekuje za szybka odpowiedz i za wspanialy plugin, biore sie do roboty. :)
Good!
What will happen if the planet moves? your system will normally perceive it?
If anyone gets this to compile on Mac using Xcode 10 and Unreal 4.20, please send me a message! Thanks, and looking forward to the possible accompanying tutorial, Tefel.
If there is something needed to compile on Mac please let me know so I can update the plugin.
Great video!
Just downloaded, I've been looking for something like this for a bit.
Other than multiplayer are there any other limitations to this?
thank you so much!!!
I can't run the project :( Can someone please tell me, how to use the plugin in my own project?
is there a way to make it the other way around? like inside a sphere?
Yes, you just set gravity vector to be reversed.
How do you update the plug-in to a newer version of the engine Like 4.23 I can’t seem to get it to rebuild properly
Did you ever get it to work with 4.32.1?
Yes he has released a version for 4.23 in the marketplace or you can rebuild the solution of the visual studio project or plugin files
Awesom work m8ty problem what ever i do i cant use my own character to work the current char u using i cant replace . any work around ? keep up the good work
You will never have this problem, simply because you can just inherit from Gravity Character instead of just Character and everything will work for you! :)
No meter if you create your character from BP or code it will still work well.
@@UnrealTefel tnx for replay m8ty
i did try this some how my character doesnt get reconized by ur project
and also character animation doesnt get reconized .
thats why i got stuck . can u make a smal tut how to do it ?
i am real bad with c ++
edited : what i ment was another bleuprint character i cant get this to work :
May not really be something you look at anymore.. But any chance you have a 4.24.0 version of the file ?
This plugin looks promising, but I just spent 8 hours trying to installing it and switching back to 4.25 ..... but it didnt run ( Im a beginner btw)
Is it possible to reverse this effect?
For example walking in a ball instead of walking on the outside
Of course you can have any gravity direction you want.
And another tutorial with the wrong version.
Is it possible to create a planet with the landscape? without procedural generation with version 5.2?
I only find tutorials that are several years old.
Very cool.
Hello, 1 question, can you help me? I want to export use the gravity in other proyect, how can i do that?
You can migrate everything what you want. :) starting from gravity character
@@UnrealTefel yeah but how can i migrate the planet with the gravity?
@@UnrealTefel because i cant find the gravity
This reminds me of Rachet 'n' Clank.
sheeesh😱😱
So it appears the site is down is there any way to access this article or project?
You can get gravity plugin for free here: www.unrealengine.com/marketplace/en-US/product/directional-planet-gravity
This isn't working as intended in the current version of the engine, any tips for troubleshooting?
I started working in 4.21.2 to implement this plugin, I am having a lot of difficulty setting up the ability for the character to swim in water volumes. There doesn't seem to be a way to cast a variable to the default character you made, HumanGravityCharacter. Normally you would just cast a bool to your default ThirdPersonCharacter actor but that actor isn't used in your demo, is there a way to reference the HumanGravityCharacter like this or set the default pawn back to ThirdPersonCharacter? Will that affect the functionality of the plugin?
Does this only work in c++ or will it work with blueprints?
It will work in blueprints too. Example shows blueprint setup.
I got the plugin from the marketplace, no idea how to make it work :(
There is example map which should just work, you need to use GravityCharacter or GravityComponent for your PlayerCharacter.
Hi man, where you able to fix the plugin?
Rocco FX yes I will update it tomorrow.
OMG! Thank you very much, i tried to use your Discord link to write you in there, but it didn´t work, did you deleate your channel?
Thanks !
It’s time for super mario galaxy 3
thanks for this was wondering how to make this...
nice ship!
SUPER MARIO GALAXY!
Would anyone who has gotten this to work on their Third-Person Character be willing to help me out? I've added the GravityCharacter component to my Third-Person Character but I have no idea how to get it to actually work on an existing character/environment. Thanks
the character BP in your plugin have errors, is it normal ?
Edit: this was on the 4.20, on the 4.22 there is no more errors
No it's not
pretty cool ;)
I download it but I can't find the examples map, where are they?
You need to enable Plugin content and look for example maps.
@@UnrealTefel I enabled the plugin and I turn on: "show plugin content" but it didn't change nothing.
@@emans920 If you already see plugin content, you need to look for maps. They are in the Maps/ directory I believe.
@@UnrealTefel man when I turn on: " show plugin content", it doesn't change absolutely nothing! can I send you a video on Gmail? (in this way maybe we can see what's the problem. )
@@emans920 Ah sure, but yeah there should be plugin content visible :)
Oh nice!! Does it work with AI? I mean, can AI move on the spherical surface?
Of course movement is working for AI so you can control them moving forward and turning. Writing simple script chasing our character should be fairly easy. If you are asking about nav mesh. This can be a little bit tricky because of planar navigation generation.