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.
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--------------⚒️How To Use------------------ (check this out for implementation details)
🧩 Key Features
🚶➡️ Fully Playable Character
Physics-simulated capsule, movement, and abilities
State machine built using the new UE5 State Tree plugin
Includes:
Movement: Walk/Run, Jump, Air Control
Abilities: Stomp, Grab Objects
Equipment: Jetpack, Grapple Hook, Physics Gun
Weapons: Punch, Rocket Launcher, Grenade Launcher, Balloon Gun, Bubble Gun
🦿 25+ Dynamic Physics Assets
Core assets
Variable length Chain, Fixed length rope
Pull Lever, Push Button, Light Bulb, Hanging Lamp
5 Types of hanging platforms
4 types of forcefields (directional, radial, damping, antigravity)
Blowing Fan
Hinged Door
Rope Bridge
Other assets
Physics surfaces (bounce, friction), Helium Balloon, Soap Bubble
Launch Pad, Spring Pad, Spring Board, Seesaw
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.