This is a first-of-its-kind UE5 toolkit built to help you create your own Physics-based Platformer.
Whether you’re prototyping or building a full game, this pack gives you a fully implemented character (with simulated capsule, weapons and equipment) and 25+ physics-based gameplay elements.
Each asset is self-contained and can be used independently. Some of the assets can be configured per-instance in editor in order to create variation.
Simple cart, Battering Ram, Crankshaft (Flywheel), Simple Propeller, Punching Bag
⚠️ Important Notes
This toolkit needs State Tree UE5 plugin (see technical details).
This toolkit is focused on the physics simulation. The meshes, materials and effects are not the main focus of the pack, they are only provided in order to showcase the physics assets.
Physics simulation is usually unpredictable. While assets are designed to be reliable in most scenarios, some specific cases may require custom adjustments on your end.
Blueprints implementation only (no C++)
Not tested in VR.
Not tested in multiplayer.
🐞Known issues
The grapple hook visual representation is not correctly updated when latching onto a geometry collection. But the grapple does in fact work. There's currently no way to get the location of a part of a geometry collection in Blueprints.
In a physics field, physics constraints break if one of the attached components goes to sleep. It seems to be an engine bug. The workaround used is a Physical Material which doesn't sleep, applied on the components affected by the field.
I’ll take a note on the third person to see if I can do it and how, although it’s a bit more complicated than the 2.5D character.
What do you mean by climbing? Do you mean like a wall jump, or something more elaborate?
What kind of directional gravity? For all objects, or just the character? Is it for the whole map, or just a part of it?
I’m creating a Discord server to discuss the toolkit ideas and support. Let me know if you’re interested in joining it.
Yes, the rockets become unstable if there’s too much force applied to them. It’s a bit difficult to stabilize them unfortunately. I already reimplemented them 3 times to arrive to this version.
I think I might have to use a PID controller. I’ll look into it for the next release.