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OmniWalk 0.1 | Arbitrary Gravity Framework for UE5

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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
StatusReleased
CategoryTool
AuthorGregOrigin
TagsAnimation, antigrav, gravitation, magnetic, plugin, tool, ue5, Unreal Engine

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OmniWalk.zip 720 kB

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