# FAQ – Frequently Asked Questions

### **Q1: Does GravityTransform replace Unreal Engine’s default gravity system?**

**A:**\
No. It does **not** modify the engine’s global gravity or movement system.\
GravityTransform only injects **local gravity vectors** into actors that use the **CustomGravityComponent**.\
If an actor does not use the component, it behaves normally and uses UE's built-in world gravity.

This ensures the plugin is **safe, non-destructive, and fully compatible** with other systems.

***

### **Q2: Will it work with my own character controller / animations / physics assets?**

**A:**\
Yes.\
GravityTransform only controls **gravity direction & strength**, not animation or locomotion.

✔ Works with all types of characters:

* Default UE5 CharacterMovement
* ALS / Lyra-style locomotion
* Custom flying / swimming / climbing systems
* Physics-based actors
* Rigs / IK solutions

If you want full 6-DOF body rotation or walking “on spherical planets,” you simply need to:\
→ Rotate your Mesh or Movement input using the gravity direction\
(We provide Blueprint & C++ helpers for this.)

***

### **Q3: Can I create multiple gravity zones and overlap them (e.g., layered areas, planet fields, interior rooms)?**

**A:**\
Yes.\
GravityTransform supports **multiple zones** and will automatically pick the correct one based on:

1. **Priority**
2. **Zone size and falloff**
3. **Player location**
4. **CustomGravityComponent rules**

When two zones overlap, the system chooses the **highest priority** zone.\
(Advanced blending will be added in a future update.)

#### “Repel doesn’t work”

* Make sure:
  * Zone `Settings.Mode = RepelOutward`
  * `Settings.GravityPoint` is set (usually to zone center)
  * Your target actor actually has `CustomGravityComponent` enabled

#### “Multiplayer: zones exist but look different”

* Always spawn zones on **server**
* Use `bOnlySpawnOnAuthority=true`
* If using physics actors: consider `NetworkPhysicsMode = Auto`

#### “Editor slows down with many zones”

* Debug arrow field is editor-only, but can be heavy in editor viewports.\
  Increase `DebugArrowSpacing` and lower `DebugArrowMaxCount`.

###


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