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How can I create a gravity effect from scratch?

I have a custom pawn I created myself. I made a movement component, and now want to add gravity. If I do AddVector(FVector(0.f, 0.f, -1.f) * GravityPower) in the movement component's tick, where GravityPower = 10, the character barely jumps and falls down normally from a ledge. If I do GravityPower = 0.3, the character jumps a bit higher, and falls down very slowly How can I actually add gravity to my pawn without resorting to deriving from ACharacter?

Product Version: UE 4.19
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asked Jul 17 '18 at 04:42 PM in C++ Programming

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Pencil Amazing
8 2 2 5

avatar image mightyenigma Jul 17 '18 at 05:58 PM

how does your Jump work?

avatar image Pencil Amazing Jul 18 '18 at 03:41 PM

I just do AddMovementInput(GetActorUpVector(), JumpPower)

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Rather than attempting to perform physics calculations yourself, you could set your custom pawn to simulate physics (it's a checkbox in the details panel) and then lock certain rotations to prevent it from spiraling in unrealistic ways.

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answered Jul 17 '18 at 06:28 PM

DarkwindRichard (suspended)
avatar image Pencil Amazing Jul 18 '18 at 03:43 PM

This actually fixed my problems. Can you make this an answer so I can accept it?

avatar image DarkwindRichard Jul 18 '18 at 04:18 PM

Surely! I'll also change the wording as I had assumed you were attempting to do custom physics for a reason.

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