# FAQ

### Q. Why Did you make this plugin?   A. I created this plugin for a game that I am developing.

### Q. Does this plugin work in single player?   A. Yes this plugin works in single player.

### Q. Can I use this custom gravity system on a standard, non-character Pawn?   A. No, that configuration is unsupported. It exclusively affects actors that use the Gravity Movement Component (typically bound to the Character class structure).

### Q. Can I keep my own controller?   A. Yes, but `AGravityController` is recommended for gravity‑aware camera behavior.

### Q. Do I need Iris?   A. No. The plugin prefers Iris when available but includes a legacy fallback.

### Q. Why does my character visually snap to default gravity on a Movable mesh on a listen server?   A. Enable `bApplyReplicatedRotationOnMovingBases`. Unreal does not replicate arbitrary base rotation for non-Z gravity by default, which can cause visual drift or gravity fallback on any mesh with Movable mobility.

### **Q. Why does my character jitter on small cylinders or curved shapes in Dynamic mode?**   A. This is expected geometric behavior. As the character moves around tight curves the gravity direction updates each frame to track the surface, and on small radius geometry that angular change per step can be large enough to be visible. The recommended approach is:

* ### Enable `bUseEnhancedSmoothing` — the two-stage smoothing system uses `SmoothedDynamicTarget` as an intermediate lerp stage specifically designed to absorb polygon face noise on curved surfaces. This is the primary tool for this problem
* ### Tune `DynamicEnhancedSurfaceSmoothingSpeed` to control how aggressively the first stage chases the surface — lower values produce smoother results
* ### Tune `DynamicSurfaceLerpSpeed` to control how fast `GravityDirCached` follows the smoothed target
* ### If jitter persists, check `LedgeProbeLength` — on small curved geometry the ledge drop probe may be firing false positives. Increasing this value gives the probe more downward reach to correctly find the surface ahead rather than reporting a ledge

### On larger geometry these effects are generally imperceptible without any tuning.

### Q. Can I fly while keeping the correct gravity orientation?   A. Yes. Enable `bApplyGravityRotationWhileFlying` and the character will continuously align its rotation to the active gravity direction while in flying mode. This works across all gravity modes. Note that full rotating surface support while flying is still in development and coming in a future update.


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