Physics Platformer Toolkit

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.

-----------------🎬TRAILER------------------
-------------🕹️PLAYABLE DEMO-------------
--------------⚒️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.

5 Likes

Do you have any questions before buying?

Have you encountered any problems in using the toolkit?

What features would you like to see in the future?

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1 Like

Its fun to play around :star_struck:

I want third person version and features like climbing and directional gravity

Rockets behave buggy when launched from within a directional force field.

@Ijerofei Great to hear you like it!

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.

1 Like

@Lusiogenic Does ToolKit supports multiplayer? just want to check before purchase it.

@KyttieM No, it doesn’t, unfortunately (as mentioned in the technical details).

I don’t know enough about networking to implement or support multiplayer.

Could it be adapted to work in multiplayer? Maybe, but I have no idea what kind of effort and knowledge it would take.

Sorry, I imagine that’s not the answer you wanted to hear.

I just started a Discord Server for :speech_balloon:questions, :light_bulb:ideas and :hammer_and_wrench:support.
Please join here → Discord Support Server

:new_button:New version is out v1.0.4:

  • Fixed rocket stabilization issue
  • Implemented an additional rocket version which slides instead of turning in force fields

@Ijerofei Not sure if you purchased, but rockets are really smooth now. The demo shows the stabilized rocket.:blush:

1 Like

I didn’t purchase this plugin because I don’t plan to develop the game in 2.5D.

@Ijerofei If it’s 3rd person you’re looking for, stay tuned, it’s coming in V1.1!

3rd Person Physics Character development is in progress.
Around 70% done.

Small preview video:

Last two versions released :

:new_button: New version is out v1.0.8:

  • General improvements:
    • Added shortcut to switch between 3rd Person and Side Scroller levels
    • Fixed key mapping display
    • Fixed character not being able to walk on ground in a damping field
    • Fixed character not being able to walk on falling objects in a damping field
    • Fixed gravity being activated on objects in a damping field when it wasn’t before
    • Fixed character still falling when in antigravity field
  • Improvements for 3rd Person Mode:
    • Separated PhysicsGun and Grab handler components so we can customize them
    • Added switch to orient or not object to the camera for PhysicsGun and Grab
    • Tweaked the Physics Gun constraint to make it feel more stable and sturdy
    • Fixed Grab not highlighting bigger objects entirely

:new_button: New version is out v1.0.7:

  • Beta release of 3rd Person Mode

:rocket:Full release of 3rd Person Mode coming soon, in v1.1.

:new_button: New version is out v1.1:

  • Full release of 3rd Person Mode!
  • Modularization of all weapons and equipment for 3rd Person Character
  • Other 3rd Person Mode improvements:
    • Simplified and cleaned up actor functions
    • Merged Grab and Physics Gun, to use a single component behind the scenes
    • Added animation and sphere trace for Punching
    • Added comments and units to equipment and weapons input parameters