Thanks for the suggestions. Here's my code. I put this in the drawevent for the object. GravityWell is the gravity source. I did not include a mass for the object since as long as it is a tiny fraction of the mass of the "GravityWell" it is not significant to the calculations.
Yes, it's a mess but I was just trying to get some code working.
Oh, and the createactor for the object had an initial xvelocity and yvelocity (otherwise the object would simply fall directly into the gravity well).
double d_Distance;
double d_GravityConst;
double d_Direction;
double d_deltaXcomponent;
double d_deltaYcomponent;
double d_Mass;
double d_TimeConst;
d_GravityConst = 10;
d_TimeConst = 10;
d_Mass = 10;
d_Distance = distance(xscreen, yscreen, GravityWell.xscreen, GravityWell.yscreen);
d_Direction= direction(GravityWell.xscreen, GravityWell.yscreen, xscreen, yscreen );
AngleNumber.textNumber = d_Direction;
// Convert Direction to radians from degrees
d_Direction = 2 * 3.14159265 * (d_Direction/360);
XVelNumber.textNumber=d_deltaXcomponent= -1*
(cos(d_Direction)*d_GravityConst*d_Mass*d_TimeConst) /( d_Distance*d_Distance);
YVelNumber.textNumber= d_deltaYcomponent=
(sin(d_Direction)*d_GravityConst*d_Mass*d_TimeConst) /( d_Distance*d_Distance);
xvelocity +=d_deltaXcomponent;
yvelocity +=d_deltaYcomponent;