
Descrizione
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 fully implemented characters (3rd Person and Side Scroller) with simulated capsule, weapons, 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.
----------------->🎬Watch Side Scroller TRAILER <-----------------
--------->🕹️Playable DEMO (3rd Person + Side Scroller) <---------
Please go through these videos in order to understand the capabilities of the toolkit, how it's functioning and how it should be used (2x Speed recommended 😁):
📢For questions and support -> Join Discord Server
🆕 New version is out v1.2.1 :
Added support for UE 5.6 and UE 5.7.
🆕 New version is out v1.2.0 :
Character improvements
Implemented all abilities and weapons for the default 3rd Person Kinematic Character
(except for the Grapple Hook, which can only be simulated and is fundamentally incompatible with the kinematic mode)
Implemented default 3rd Person Physics Character
Re-implemented the Side Scroller character using the same components as other characters
Abilities
Added a Gameplay Ability System for orchestration and seamless integration with a custom character
Created single interface between abilities and the ability system for easy addition of new abilities
Decoupled aiming from movement in a separate component for easy customization of the aiming logic
Made all weapons and equipment optional for easy inclusion/exclusion at compile time (added debug messages for missing components)
State Machines
Extensive clean-up and simplification of the state machines
Performance optimization: reimplemented transitions with events instead of tick
Decoupled the State Tree from the character and components - everything is routed through the Gameplay Ability System
Implemented Player Controller and Game Mode to increase modularization and customization
🆕 New version is out v1.1.2 :
Improvements to the physics-based 3rd Person Character
Encapsulated the movement behavior into a single movement component
Implemented controller support
Added all relevant movement events
Cleaned up character main code
Cleaned up State Machine code
🆕 New version is out v1.1.1 :
Improvements to the physics-based 3rd Person Character
Fixed character in-air facing when spawned with a different orientation
Added input actions for all inputs
Fixed and simplified camera horizontal and vertical shift
Made Grab actor more self-contained
Made grapple hook actor more self-contained
Released alpha version of Default 3rd Person Character compatibility
Ported weapons to Default Third person Character
Ported most equipment to Default Third person Character
Grapple is partially working (and switched the char capsule in physics simulation mode)
Jet Pack is working, but uses another implementation, not the actor component
All other equipment is working
Created an example third person character with weapons and equipment on a separate map
Known issues
Punch animation montage is not working
🆕 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
🧩 Key Features
🚶➡️ 2 Types Fully Playable Characters : 3rd Person and Side Scroller
Variants
3rd Person Kinematic Character based on the default character
3rd Person Physics Character based on the default character
3rd Person Physics Character based on Pawn
Side Scroller Physics Character based on Pawn
Features
Physics-simulated capsule, movement, and abilities
Character built from the bottom-up from the Pawn class
State machine built using the new UE5 default 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.























