Unreal Engine 5 Ring World — Walkable O'Neill Habitat | PlanetGen V1.5
PlanetGen V1.5 adds walkable ring worlds to the procedural planet plugin for Unreal Engine 5. Cylindrical O'Neill habitats built on the same terrain, biome, and gravity pipeline as the spherical planets. Walk the inner surface where centrifugal gravity presses you to the floor and the world curves up overhead, solo or in multiplayer.
Comments (2)
I bought your GravityCore yesterday & have been testing since. I got it to work in my inverse planet. Cool. But I'm not too keen on the character's movement. I 've been trying to apply some BP code that I have in my own gravity character but it has no effect. So my question is, can CharacterMovement & camera be edited that way. Or does it need to be C++ coded?
Glad it's working on your inverse planet! Quick breakdown: standard movement tuning (walk speed, jump, acceleration, friction, air control) is fully Blueprint-editable on the Character Movement component, so those changes stick. What won't stick from Blueprint is rotation and the camera. The movement component rebuilds the capsule's rotation every tick to keep the feet gravity-aligned, and the orbit camera sets its boom rotation in C++ each tick, so any BP rotation or camera code gets overwritten on the same frame. That part is C++, but the plugin ships full source, so you can subclass UGravityMovementComponent / AGravityCharacter (or edit it) and change it there. If you tell me what you want the movement to feel like, I'll point you at the exact spot. A lot of it is just speed and acceleration tuning, which is pure Blueprint.
