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OmniWalk: Arbitrary Gravity & Surface Adhesion Framework

OmniWalk: Arbitrary Gravity & Surface Adhesion Framework

Free
Code Plugins
Engine version
5.6-5.7
Download type
Engine Plugin
Registration required
Description

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.

While UE5.4 introduced native multi-directional gravity, OmniWalk solves the remaining "showstopper" problems: camera gimbal-lock, control inversion, triangle-normal jitter, and complex input remapping.

 

🚀 The "Zero-Config" unified component

Unlike competing 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.

 

Technical Details

Features:

  • Native 5.4+ Gravity: Utilizes CharacterMovementComponent::SetGravityDirection for frame-perfect physics integration.

  • Arbitrary Adhesion: Walk on any Static Mesh, Dynamic Mesh, or Landscape via optimized surface-normal tracing.

  • Gimbal-Free Solver: Custom C++ Camera Modifier resolves the Euler Singularity, preventing view-locking at ±90° pitch.

  • Input Hijacking: Intercepts raw movement input and automatically re-projects vectors onto the current surface plane.

Code Modules:

  • UOmniWalkPro (Main Actor Component)

  • UOmniWalkCameraModifier (View Stabilizer)

  • UOmniWalkSubsystem (Auto-injection World Subsystem)

  • AOmniWalkPlayerController (Base Input Solver)

Blueprints: 0

Number of C++ Classes: 8

Network Replicated: Yes (Standard CMC Replication)

Supported Development Platforms: Windows

Target Build Platforms: Windows, Mac

Documentation Link: https://gregorigin.com/Omniwalk/

Example Project: Included (Procedural Gauntlet Demo Level).

Important/Additional Notes:

Prerequisite: Requires the Enhanced Input Plugin to be enabled.

Functions on any actor derived from ACharacter.

Procedural Demo Helper: Includes a C++ Helix-Generator for creating complex testing environments programmatically.

Compatibility

Supported Unreal Engine Versions

5.6 – 5.7

Supported Target Platforms

Windows

Supported Development Platforms

Windows

Other information

Last update

12/29/2025

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