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OmniWalk (Core) | Arbitrary Gravity & Magnetic Boots Framework for UE5.5+

OmniWalk is a high-performance C++ framework designed to solve the technical "Showstoppers" of non-Z-up locomotion in Unreal Engine. It delivers a "Zero-Config" solution for Ratchet & Clank style surface adhesion on arbitrary meshes.

Bugtesting continues on this MIT version, but only the Fab version is production-ready at all times

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Manual
Extension Modules Manual

Comparison Core GitHub version (0.1+ MIT) Full FAB edition (0.3+ Closed)
Version Core Fully featured + updated
Distribution Source only Binaries, vetted by Epic
Engine support UE 5.7.0 UE 5.6 - 5.7.2+
Gravity-relative camera Included Included
Angle handling Included Included
Arbitrary gravity, Wall walking Included Included
Wall sliding with input resistance n/a Included
Dedicated dismount & Sprinting n/a Included
Grace periods, Coyote time n/a Included
Planetary gravity (0.3) n/a Included as subsystem
Spider Walk / Convex Traversal n/a Included
4 Magnetic Boots States (0.3) n/a Included
Volumetric Gravity System (0.3) n/a Included
Trigger Zones (0.3) n/a Included
Physics Field (0.3) n/a Included
Replication n/a Included
Code Access Public scripts Full implementation + samples
Updates n/a Regular, vetted by Epic
Quality Assurance GitHub Issues Vetted by Epic, tested by author
Support GitHub Issues Forum & Email

🚀 Key Technical USPs

  • Arbitrary surface walking by driving SetGravityDirection from live surface normals (walls, ceilings, spheres).
  • Surface detection and transition logic (multi‑point traces, wall detection, normal averaging, cooldown smoothing).
  • Adhesion force to prevent popping off convex or inverted geometry.
  • Gravity‑relative input mapping so movement aligns to the camera on any surface.
  • Native 5.4+ Integration: Deeply integrated with UCharacterMovementComponent::SetGravityDirection for frame-perfect physics integration.
  • The "Singular Component": No-code setup. Automatically hijacks Pawn settings, stabilizes camera gimbals, and remaps input vectors to surface planes.
  • Gimbal-Free Solver: Custom camera modifier logic eliminates control inversion and view-locking at ±90° pitch.
  • Surface-Projected Input: Intercepts and re-projects movement inputs onto triangle normals to prevent "capsule pinning" against vertical walls.
  • Slate Telemetry: Dedicated editor debugger for real-time visualization of gravity vectors and alignment quality.
  • Strafe/Follow toggle that works correctly under arbitrary gravity.
  • Auto‑injection via tags for no‑code adoption in levels.
  • Editor tools (example level generator, debugger telemetry).

🛠 Setup and Usage

In UE 5.7, please setup your Character like this:

Character Setup in Blueprints Character Setup in Blueprints

Add Component: Attach UOmniWalkPro to any ACharacter.

Tag (Optional): Add actor tag OmniWalk.Enabled for subsystem auto-injection.

Play: Move toward any surface. The framework handles orientation, gravity redefinition, and camera stabilization automatically.

To toggle between Strafing (facing camera) and Orient to Movement (facing travel), please use the Orient Rotation To Movement switch on the component.

Character Setup in Blueprints

🧠 Architectural Insights

OmniWalk ticks in the TG_PrePhysics group, ensuring that the redefined gravity vector is utilized by the CharacterMovementComponent during the current frame's integration. It utilizes Slerp-normalized Quaternions for orientation to avoid Euler singularities inherent in traditional platformer movement.

📄 License

Distributed under the MIT License. See LICENSE for more information.

Download

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Click download now to get access to the following files:

OmniWalk.zip 720 kB

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