
Physics Platformer Toolkit
This is a first-of-its-kind UE5 toolkit built to help you create your own Physics-based Platformer.
Whether you’re prototyping or building a full game, this pack gives you fully implemented characters (3rd Person and Side Scroller) with simulated capsule, weapons, equipment and 25+ physics-based gameplay elements.
Each asset is self-contained and can be used independently. Some of the assets can be configured per-instance in editor in order to create variation.
🆕 New version is out v1.1.1 :
Improvements to the physics-based 3rd Person Character
Fixed character in-air facing when spawned with a different orientation
Added input actions for all inputs
Fixed and simplified camera horizontal and vertical shift
Made Grab actor more self-contained
Made grapple hook actor more self-contained
Released alpha version of Default 3rd Person Character compatibility
Ported weapons to Default Third person Character
Ported most equipment to Default Third person Character
Grapple is partially working (and switched the char capsule in physics simulation mode)
Jet Pack is working, but uses another implementation, not the actor component
All other equipment is working
Created an example third person character with weapons and equipment on a separate map
Known issues
Punch animation montage is not working
🆕 New version is out v1.1:
Full release of 3rd Person Mode!
Modularization of all weapons and equipment for 3rd Person Character
Other 3rd Person Mode improvements
Simplified and cleaned up actor functions
Merged Grab and Physics Gun, to use a single component behind the scenes
Added animation and sphere trace for Punching
Added comments and units to equipment and weapons input parameters
🆕 New version is out v1.0.8:
General improvements:
Added shortcut to switch between 3rd Person and Side Scroller levels
Fixed key mapping display
Fixed character not being able to walk on ground in a damping field
Fixed character not being able to walk on falling objects in a damping field
Fixed gravity being activated on objects in a damping field when it wasn't before
Fixed character still falling when in antigravity field
Improvements for 3rd Person Mode:
Separated PhysicsGun and Grab handler components so we can customize them
Added switch to orient or not object to the camera for PhysicsGun and Grab
Tweaked the Physics Gun constraint to make it feel more stable and sturdy
Fixed Grab not highlighting bigger objects entirely
🆕 New version is out v1.0.7:
Beta release of 3rd Person Mode
🆕 New version is out v1.0.4:
Fixed rocket stabilization issue
Implemented an additional rocket version which slides instead of turning in force fields
🧩 Key Features
🚶➡️ 2 Fully Playable Characters : 3rd Person and Side Scroller
Physics-simulated capsule, movement, and abilities
Character built from the bottom-up from the Pawn class
State machine built using the new UE5 default State Tree plugin
Includes:
Movement: Walk/Run, Jump, Air Control
Abilities: Stomp, Grab Objects
Equipment: Jetpack, Grapple Hook, Physics Gun
Weapons: Punch, Rocket Launcher, Grenade Launcher, Balloon Gun, Bubble Gun
🦿 25+ Dynamic Physics Assets
Core assets
Variable length Chain, Fixed length rope
Pull Lever, Push Button, Light Bulb, Hanging Lamp
5 Types of hanging platforms
4 types of forcefields (directional, radial, damping, antigravity)
Blowing Fan
Hinged Door
Rope Bridge
Other assets
Physics surfaces (bounce, friction), Helium Balloon, Soap Bubble
Launch Pad, Spring Pad, Spring Board, Seesaw
Simple cart, Battering Ram, Crankshaft (Flywheel), Simple Propeller, Punching Bag
⚠️ Important Notes
This toolkit needs State Tree UE5 plugin (see technical details).
This toolkit is focused on the physics simulation. The meshes, materials and effects are not the main focus of the pack, they are only provided in order to showcase the physics assets.
Physics simulation is usually unpredictable. While assets are designed to be reliable in most scenarios, some specific cases may require custom adjustments on your end.
Blueprints implementation only (no C++)
Not tested in VR.
Not tested in multiplayer.
🐞Known issues
The grapple hook visual representation is not correctly updated when latching onto a geometry collection. But the grapple does in fact work. There's currently no way to get the location of a part of a geometry collection in Blueprints.
In a physics field, physics constraints break if one of the attached components goes to sleep. It seems to be an engine bug. The workaround used is a Physical Material which doesn't sleep, applied on the components affected by the field.
Technical Details
Features:
Fully playable character with physics simulated capsule
Character implemented from scratch from the bottom up using the Pawn class
Fully implemented character state machine using the UE5 default State Tree Plugin
Physics simulated character abilities and weapons
25+ Types of physics assets
All assets use the default physics engine capabilities (no custom plugin)
Each asset can be used independently
Simple drag and drop and configure assets in the level editor
Some assets can be customized per instance in the level editor
No C++ used, only Blueprints
Number of Blueprints: 64 (35 of which are actor blueprints)
Number of Static meshes: 28
Number of Skeletal meshes: 1
Number of Niagara Systems: 6
Number of Materials and Material instances: 10
Number of Textures: 1
Number of Maps: 1
Used Plugins: StateTree, GameplayStateTree
Input: Keyboard and Mouse
Supported Development Platforms: Windows
Network Replicated: No
Important/Additional Notes:
Multiplayer and VR not supported









