
Description
Replicated Gravity provides a networked, authority-driven custom gravity solution for characters, vehicles, and physics-simulated objects. It integrates directly into Unreal Engine's movement pipelines (CharacterMovement and Chaos Physics) to ensure high-performance, predictable results in any orientation.
From planetary traversal to wall-walking, zero-G movement, vehicle gravity, and physics object gravity, it provides a complete gravity solution that stays stable, prediction-friendly, and animation-safe across networked environments.
v2.7.3 Release – 5.8 Compatibility & Gravity Improvements
Core Gravity Modes
Planetary – Pulls actors toward a center point (planets, asteroids, spherical worlds)
Directional – Fixed gravity vector for rotated spaces, walls, and ceilings
Dynamic – Adaptive multi-probe system for seamless surface traversal
Zero Gravity – Fully weightless movement with smooth entry/exit control
All modes are fully replicated and can be switched at runtime via Blueprint or C++.
Vehicle Gravity System
UGravityVehicleMovementComponent inherits directly from UChaosWheeledVehicleMovementComponent for networked Chaos Vehicle gravity.
Supports Directional, Planetary, Dynamic, and Zero Gravity modes.
Dynamic Gravity support with configurable Directional and Planetary fallback options.
Ground Hold System helps vehicles remain attached to curved planetary surfaces at speed.
Torque-based Up Alignment for smooth gravity-aware vehicle rotation.
Gravity-Aware Sleep helps prevent unwanted sliding and jitter on slopes.
Optional Start Parked support allows vehicles to spawn already settled and parked.
Includes AGravityVehicleController with Enhanced Input, camera support, HUD spawning, and vehicle respawn functionality.
Compatible with UGravityVehicleUI, IGravityVehicleDisplayInterface, and custom vehicle UI implementations.
Planetary & Directional Physics Gravity
Physics-simulated objects can now respond to Gravity Fields.
Supports both Planetary and Directional Physics Gravity modes.
Optional trigger-volume support for overlap-based gravity transitions.
Gravity is applied during Chaos Pre-Physics updates for accurate simulation.
ParallelFor is optimized for high active object counts.
Custom sleep management reduces unnecessary physics processing.
Includes optional UGravityReceiverComponent for multi-body actors and ragdolls.
Includes UGravityReplicationSubsystem for efficient body tracking and replication support.
Dedicated Gravity Field Debug Widget for monitoring active physics bodies and field activity.
Disabled by default and fully backwards compatible with existing projects.
Built for Multiplayer First
Server-authoritative gravity with client-side prediction.
Consistent gravity behavior across clients and server.
No custom FSavedMove_Character implementation required.
Iris-ready with fallback to legacy replication.
Smooth, responsive movement designed to minimize desync and corrections.
Character Animation-Safe by Design
Predicted and replicated character falling states.
Reliable ground detection on uneven and curved surfaces.
Consistent character animation playback across clients.
Smooth, animation-friendly gravity direction transitions.
Massive World Stability (LWC Ready)
(Optional) bUseHighPrecisionMath treats the character as a temporary origin for FVector3d calculations, ensuring accuracy regardless of world position
Full double-precision math throughout the physics gravity path
Designed for Large World Coordinates
No jitter far from the origin
Dedicated Gravity Field System
Clean Begin/End overlap handling for characters, vehicles, and physics-simulated objects.
Per-field gravity overrides for gravity mode, direction, center, rotation behavior, and smoothing settings.
Optional vehicle gravity support through bApplyVehicleGravity.
Optional physics gravity support with Planetary and Directional Physics Gravity modes.
Dynamic Gravity fallback configuration for both characters and vehicles.
Standalone Gravity Field Debug Widget for monitoring overlap counts, registered bodies, awake bodies, sleeping bodies, and physics gravity state.
Server-authoritative gravity transitions designed for multiplayer environments.
Supports overlap-based trigger volumes for gravity-driven object transitions.
Blueprint-First, C++ Ready
Fully exposed gravity controls for characters, vehicles, physics objects, and Gravity Fields.
Blueprint-callable functions and editable per-instance settings for runtime gravity configuration.
Vehicle gravity API supporting Directional, Planetary, Dynamic, and Zero Gravity modes.
Per-field Begin/End overlap configuration for gravity mode, direction, center, rotation behavior, vehicle gravity, and physics gravity.
Real-time debug visualization for character gravity and Gravity Field physics gravity.
Designer-friendly workflow with C++ extension points for custom gameplay systems.
Built for both Blueprint-only and C++ projects.
Advanced Features
Moving platform rotation correction to reduce client-side visual desync on rotating bases.
Gravity-aligned flying mode for smooth orientation control while flying.
Supports both first-person and third-person characters.
Chaos Vehicle gravity support with Directional, Planetary, Dynamic, and Zero Gravity modes.
Physics object gravity support with optional ragdoll replication.
Gravity Field debug tools for monitoring physics gravity behavior.
Includes example characters, vehicles, UI, maps, and complete setup examples.
What You Get
Drop-in multiplayer custom gravity system.
Network-safe character, vehicle, and physics gravity.
Smooth, animation-friendly gravity transitions.
Physics objects that respond to custom gravity fields.
Directional, Planetary, Dynamic, and Zero Gravity support.
Support for small levels, large worlds, and planetary-scale environments.
Engine version note: Targeted at UE 5.6+. SetGravityDirection() exists in 5.4–5.5, but required fixes for non-owning clients only ship in 5.6, so earlier versions are not supported.
Bottom Line
Replicated Gravity is a production-ready custom gravity framework for Unreal Engine.
Build multiplayer-ready character, vehicle, and physics gravity systems with Directional, Planetary, Dynamic, and Zero Gravity support, all designed to work with Unreal Engine's networking and replication systems.










