PlanetX Docsv1.0.1
Language: ENLast audited: 2026-08-23
Runtime IntegrationSource verified

Movement and Gravity

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UPlanetXMovementComponent applies planet-relative movement using runtime context resolved by the Coordinate Component.

#Configuration

The Movement Component needs a valid UpdatedComponent. Verify the reference Coordinate Component and planet-gravity settings, then use ValidateMovementConfiguration for a specific error message.

FPlanetXNativeMovementSettings defines acceleration, deceleration, speed, and ballistic behavior. FPlanetXGravitySettings defines acceleration toward the planet center; Planet Component exposes GetGravityAccelerationAtWorldLocation.

#Input and physics

FunctionPurpose
AddPlanetXInputVectorAccumulate input in the selected frame
Set/GetPlanetXVelocitySet or read World/Planet/Section/Surface velocity
AddPlanetXForceAdd force or acceleration change
AddPlanetXImpulseAdd impulse or velocity change
SnapToPlanetSurfaceCorrect altitude and surface position
AlignUpToPlanetSurfaceAlign actor Up with the surface normal

Surface Frame input uses East/North/Up. Enable tangent projection for ground movement; define an explicit Up policy for jumping or flight.

#Runtime state

GetMovementRuntimeState contains current velocity, gravity, and resolve or failure state. The single and aggregate queries on the Game Instance facade are suitable for debug UI and telemetry.

#Handoff

When changing Worlds or Movement Components, use Movement Handoff instead of copying velocity directly. The frame-continuity policy interprets linear and angular velocity in the destination surface frame.