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الوسائط 1 للقائمة Replicated Gravity

الوصف

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.

v2.6.0 Release – Vehicle Gravity


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 (v2.6.0 New)

  • Networked Chaos Integration: UGravityVehicleMovementComponent inherits from UChaosWheeledVehicleMovementComponent, providing authority-driven gravity for Chaos vehicles.

  • Ground Hold System: Integrated inward acceleration logic helps keep vehicles seated on curved planetary surfaces at speed.

  • Dynamic Up-Alignment: A torque-based alignment system smoothly rotates the vehicle's up-axis toward the gravity vector with adjustable stiffness and damping.

  • Gravity-Aware Sleep: Custom sleep logic (bUseGravityAwareSleep) allows vehicles to rest naturally on arbitrary slopes without sliding or jittering.

  • Vehicle Controller: AGravityVehicleController handles Enhanced Input mapping, HUD spawning, and smart camera configuration for gravity-aware driving.

Planetary Physics Gravity (v2.5.0)

Physics objects now respond to the same planetary gravity as characters — fully integrated into the existing field system.

  • bApplyPhysicsGravity on any BP_GravityField enables custom planetary gravity for overlapping physics-simulated objects

  • Gravity is applied in a Chaos pre-tick callback for accurate, frame-level force application

  • Physics loop uses ParallelFor for high active object counts with lock-free game thread to physics thread communication

  • Custom sleep gate with tunable velocity and acceleration thresholds — sleeping objects cost nothing per frame

  • UGravityReceiverComponent — optional component for multi-body actors, ragdolls, and actors that need authoritative sleep state or replicated ragdoll correction

  • UGravityReplicationSubsystem — world subsystem providing O(1) body registration, unregistration, and sleep-state tracking across all active fields

  • Off by default — fully backwards compatible, existing projects are unaffected

Built for Multiplayer First

  • Server-authoritative gravity with client-side prediction

  • Identical gravity simulation on client and server every frame

  • No custom FSavedMove_Character or serialization required

  • Iris-native with automatic fallback to legacy replication

Smooth, responsive movement with no desync or edge-case breakage.

Native UE Integration (No Hacks)

Built directly into Unreal’s movement pipeline:

  • UpdateCharacterStateBeforeMovement() – Gravity calculation

  • UpdateCharacterStateAfterMovement() – Falling state and rotation sync

  • Minimal Tick usage (simulated proxies only)

Uses UE 5.6’s native SetGravityDirection() to keep prediction and server authority perfectly aligned.

Animation-Safe by Design

  • Dual-state falling system (predicted + replicated)

  • 5-point ground detection for uneven surfaces

  • Consistent animation playback across all clients

Gravity direction changes won’t break animations.

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 origin

Dynamic Surface Traversal

  • Multi-probe detection (floors, walls, ceilings)

  • Optional forward probing for smooth ledge transitions

  • Flicker-free rotation with built-in smoothing

  • Custom collision channel support

Dedicated Gravity Field System

  • Clean Begin/End overlap handling

  • Per-field gravity overrides (mode, direction, center, rotation)

  • Opt-in physics object gravity per field

  • Server-authoritative behavior

No ambiguity when entering or exiting gravity volumes.

Blueprint-First, C++ Ready

  • Fully exposed gravity controls

  • Runtime switching and tuning

  • Real-time debug visualization

  • Designer-friendly, programmer-ready

Advanced Features

  • Moving platform rotation correction (fixes client desync)

  • Gravity-aligned flying mode

  • First-person and third-person support

  • Physics object gravity with ragdoll replication support

  • Example characters, maps, and full setups included

What You Get

  • Drop-in multiplayer gravity system

  • Deterministic, network-safe movement

  • Animation-safe transitions

  • Physics objects that respond to custom gravity

  • Scales from small maps to massive worlds

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 gravity framework built to match Unreal Engine’s networking model.

If you need reliable custom gravity in multiplayer, this handles it cleanly—without hacks, workarounds, or desync issues.

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