
์ค๋ช
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โฐ SLOPE MOVEMENT SYSTEM
Dynamic speed scaling based on terrain angle.
Separate speed curves for walk and sprint
Editable buff/debuff multipliers (in %) for uphill/downhill
Smooth, natural acceleration โ no instant speed jumps
Flat ground โ slope transitions are seamless
Example:
Uphill = โ40% speed | Downhill = +25% speed
You set the values. No hard limits.
๐ฅ CONTEXT-AWARE RAGDOLL
Physics that understand the situation.
๐งจ Explosion / Radial Damage
Detects blast origin
Body reacts away from explosion center
Per-bone impulse scaling
Built for Radial Damage
๐ Vehicle Hit โ Two-stage Reaction
Below 20 km/h: Character turns toward vehicle, raises hands โ defensive pose. No ragdoll.
Above 20 km/h: Full ragdoll. Impulse scales with vehicle speed.
If vehicle keeps pushing, ragdoll triggers dynamically.
Recognizes front vs rear impact.
๐ซ Bullet / Point Damage
Hits specific bone
Ragdoll propagates naturally from impact point
Works with Point Damage and Any Damage
๐ฆถ Lose Footing / Edge Loss
Detects which foot stepped off ledge
Body twists to protect fall direction
No generic "fall forward" โ reacts to actual imbalance
๐ง IN-AIR POSE & LANDING PREPARATION
Not just "fall down" โ fall with intent.
While in air: situation-specific pose (explosion, misstep, hit)
Near ground: automatic brace pose โ body tenses, arms/legs group
Character fears the impact. It reads naturally.
๐ง SMART RECOVERY โ NO TIMER HACKS
Stand up when it makes sense. Not when a timer says so.
Recovery is pelvis-speed driven
If character rolls downhill โ system waits until rolling stops
No more "standing up mid-slope"
Works on any incline, any surface
โ DEATH MODE โ ZERO PERFORMANCE COST
Set bIsDead = true on ragdoll event
Character never attempts to stand up
Physics simulation automatically disables after settling
Dead bodies don't simulate = stable FPS
๐ง DAMAGE INTEGRATION โ PLUG & PLAY
Damage Type Built-in Reaction
AnyDamage Generic ragdoll
PointDamage Bone-specific impulse
RadialDamage Explosion direction logic
No extra nodes. No damage type casting. Just works.
๐ฎ MANUAL CONTROL
Force ragdoll anytime via Blueprint
Pick: effect type, direction, bone, impulse strength
Perfect for scripted deaths or QTEs
๐งฉ CLEAN ARCHITECTURE โ ZERO BLOAT
No modifications to default characters. Seriously.
Just drop 2 components into your Character class
They auto-add Physics Asset, auto-set collision profiles on ragdoll start/end
After recovery โ everything is reverted to defaults
No manual tweaking. No hidden dependencies.
Every function is documented.
Open a Blueprint โ you see exactly what it does and why.
Important: To work correctly in UE5, you need to enable plugins - ChaosVehiclesPlugin




















