Please minimize unnecessary changes, as we ultimately need level consistency.
This project ships two gravity-well bullets (black- and white-hole) you can tune directly in Blueprint. The main numbers live in each bullet Blueprint under the Gravity Well Numerical section of the Details panel.
Black-hole bullet (fires on left click):
- Asset:
Content/Variant_Shooter/Blueprints/Pickups/Projectiles/BP_GravityWellProjectile.uasset - Steps: open the Blueprint → select the Class Defaults (or the projectile component) → in Gravity Well Numerical edit:
- Strength: pull force; higher values accelerate faster.
- Max Radius: outer influence radius.
- (Optional) Min Radius, Max Accel, Tick Interval also live here if you need finer control.
White-hole bullet (right-click transform):
- Asset:
Content/Variant_Shooter/Blueprints/Pickups/Projectiles/BP_WhiteHoleProjectile.uasset(uses the repelling well) - Steps: same as above; adjust Strength and Max Radius in Gravity Well Numerical to set the default repulsion values.
Each bullet’s settings become the defaults for the well it spawns. You can give black and white holes different ranges/strengths by setting different numbers in their respective bullet Blueprints.
Baseline values live in Source/Gravity_test/GravityWellActor.h:
Strength = 3,000,000,MaxRadius = 1500,MinRadius = 150,MaxAccel = 6000,TickInterval = 0.03
Blueprint values override these defaults per asset/instance. If you need project-wide new baselines, change them in the header above and recompile.***