# \[RELEASE\] Gorilla Locomotion Plugin for UE5 (Gorilla Tag like - Movement)

**URL:** <https://forums.unrealengine.com/t/release-gorilla-locomotion-plugin-for-ue5-gorilla-tag-like-movement/2764867>\
**Category:** Product & Visualization\
**Tags:** locomotion, unreal-engine, oculus-vr, UE5, Plugins\
**Created:** [September 11, 2026, 7:20pm UTC](https://forums.unrealengine.com/t/release-gorilla-locomotion-plugin-for-ue5-gorilla-tag-like-movement/2764867 "2026-09-11T19:20:43Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Strizh\_Games](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Strizh\_Games](https://forums.unrealengine.com/u/Strizh_Games)\
**Post date:** [September 11, 2026, 7:20pm UTC](https://forums.unrealengine.com/t/release-gorilla-locomotion-plugin-for-ue5-gorilla-tag-like-movement/2764867/1 "2026-09-11T19:20:43Z")

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Hi everyone!

If you’ve ever tried to recreate the famous **Gorilla Tag physics** inside Unreal Engine 5, you know how painful it is to deal with Chaos Physics, wall sticking, and hand tunneling issues. Since the official locomotion code is Unity-only, UE5 developers had to build everything from scratch.

To solve this, I’ve just released a fully native C++ / Blueprint **Gorilla Mechanics plugin** on Fab!

**Link to Fab:** [Gorilla Locomotion](https://www.fab.com/listings/8768541e-5804-4cf8-bd2a-22f97adcf074)

**Key Features:**

- **True Plug-and-Play:** Zero setup required. Just create a standard UE5 **VR Template** , enable the plugin, open the Demo Level, and hit **Play**.
- **Physics-Based Movement:** Fully tuned physics for hands-only locomotion (running, bouncing, and climbing).
- **Built-in Ice Mechanics:** Easily create slippery frozen surfaces out of the box.
- **Gorilla Grabbables:** Included system for physical item interactions. Just add the “Gorilla Grabable” component to an Actor, and players can grab and throw objects instantly.
- **Snap & Smooth Turn:** Fully customizable comfort/turning options. Easily toggle between snap or smooth rotation, adjust turning speed, and change angle steps.
- **No Tunneling:** Solved the issue where fast-moving hands glitch through thin walls.
- **Highly Customizable:** Easily tweak hand force multipliers, wall friction, and gravity right inside the parameters.

Perfect for anyone making Gorilla Tag fan games or advanced VR physical locomotion systems in UE5.

Feel free to ask any questions or drop your feedback here. I’ll be happy to help and update the plugin based on your needs!

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**Author:** ![River-Jones](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@River-Jones](https://forums.unrealengine.com/u/River-Jones)\
**Post date:** [October 1, 2026, 7:00pm UTC](https://forums.unrealengine.com/t/release-gorilla-locomotion-plugin-for-ue5-gorilla-tag-like-movement/2764867/2 "2026-10-01T19:00:02Z")

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Does the Gorilla Locomotion plugin support or plan to support network replication for multiplayer, and if not, what is the recommended way to replicate hand positions and physics over a network in Unreal Engine?

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**Author:** ![Strizh\_Games](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Strizh\_Games](https://forums.unrealengine.com/u/Strizh_Games)\
**Post date:** [October 22, 2026, 10:48pm UTC](https://forums.unrealengine.com/t/release-gorilla-locomotion-plugin-for-ue5-gorilla-tag-like-movement/2764867/3 "2026-10-22T22:48:07Z")

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Hi!

Currently, the plugin doesn’t have built-in multiplayer replication because it focuses entirely on local physics.

However, you can absolutely make it multiplayer yourself! The most common and recommended way to do this in Unreal Engine is to keep the physics simulation strictly local on the player’s side and replicate only the resulting visual transforms (body and hand positions).

To implement this, you can try using:

- **Photon**
- **Smooth Sync plugin**
- **VRExpansionPlugin**

Hope this helps with your project!
