ACharacter::GetReplicatedGravityDirection
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualconst
Description
Returns the custom gravity direction replicated to simulated proxies. Used to synchronise non-standard gravity (e.g. planet surfaces) across clients.
Caveats & Gotchas
- • Only meaningful when using a custom gravity direction via CharacterMovementComponent; returns the default world gravity direction if no custom gravity is set.
- • The value is stored as FVector_NetQuantizeNormal and quantised before replication, introducing a small precision loss. Avoid using it for exact physics calculations on clients.
- • This is the replicated snapshot for simulated proxies; on the server and autonomous proxy, GetGravityDirection() from the movement component provides the authoritative live value.
Signature
ENGINE_API virtual FVector GetReplicatedGravityDirection() const Return Type
FVector Example
Align an effect to replicated gravity on a simulated proxy C++
FVector GravDir = SomeCharacter->GetReplicatedGravityDirection();
// Orient a visual effect opposing gravity
FRotator GravRot = FRotationMatrix::MakeFromZ(-GravDir).Rotator();
MyEffectComponent->SetWorldRotation(GravRot); Version History
Introduced in: 5.4
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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