
OmniWalk: Anti-grav and Magnetic boots for UE5
A downloadable tool
OmniWalk 0.1 | Arbitrary Gravity Framework for UE5
OmniWalk is a high-performance C++ framework for Unreal Engine 5.4+ that delivers "Impossible Locomotion." Designed to replicate the high-fidelity magnetism found in titles like Ratchet & Clank and Dead Space, it allows any character to traverse arbitrary geometry — walls, ceilings, pipes, and planets — with zero technical friction.
This plugin also solves the solves the "showstopper" problems involving: camera gimbal-lock, control inversion, triangle-normal jitter, and complex input remapping.
Fully functional core OS versions (v0.1+) are yours to dissect at GitHub.
FAB versions (v1.0+) include advanced features or modules, optimizations, bonus packs & templates, dedicated support, custom tweak requests, niche solvers, and verified Epic binaries.
A manual is also available.
🚀 The "Zero-Config" unified component
Unlike other frameworks that require rebuilding your character from a specific parent class, OmniWalk features a unified component architecture.
- Drop-In Integration: Drag the OmniWalkPro component onto any ACharacter (Pawn, MetaHuman, Synty, etc.).
- Auto-Hijack Logic: Upon BeginPlay, the component automatically configures Pawn settings (Yaw usage, floor angles), injects a Camera Stabilizer, and intercepts the Input Buffer to project world-space movement onto local surface planes.
🧠Key Technical USP's
- Native 5.4+ Gravity Integration: Leverages the re-designed CharacterMovementComponent gravity architecture for frame-perfect physics — not forces-based hacks.
- Gimbal-Free Camera Solver: A custom C++ Camera modifier resolves the "Euler Singularity." Mouse/Stick look remains intuitive and non-inverted, even when standing upside down on a ceiling.
- Arbitrary Surface Adhesion: No Volumes required. Walks on any StaticMesh, DynamicMesh, or Landscape normal via optimized trace-averaging.
- Input Projection Technology: Automatically "steals" world-space movement input and flattens it against the current surface normal, preventing the character from becoming "stuck" against vertical walls.
- Slate Telemetry Debugger: A dedicated Editor window (Window > OmniWalk Debugger) provides real-time telemetry on gravity vectors, alignment strength, and trace hits.
🛠Technical Specifications
- Performance: All core logic is written in C++ and executes in TG_PrePhysics, ensuring zero latency between surface detection and movement integration. Requires the Enhanced Input plugin to be enabled.
- Orientation Math: Uses Quaternions (QInterpTo) and Slerp-normalization to handle 360-degree transitions without gimbal flips.
- Procedural Demo Included: Includes a C++ Helix-Generator that constructs "impossible" walking paths at runtime to demonstrate system stability across extreme centripetal forces.
📋 Package Contents
- Runtime Module: Core Adhesion Component, Camera Stabilizers, Input Hijacker, and World Subsystem.
- Editor Module: Slate UI Telemetry and Debugging tools.
- Source Code: Fully commented C++ code.
- Example Content: Procedural demo level and a "Zero-Touch" implementation guide.
Check out for more info: https://github.com/gregorik/OmniWalk
| Updated | 4 days ago |
| Published | 7 days ago |
| Status | Released |
| Category | Tool |
| Author | GregOrigin |
| Tags | Animation, antigrav, gravitation, magnetic, plugin, tool, ue5, Unreal Engine |
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