Functional core OS versions (v0.1+) available at: https://github.com/gregorik/OmniWalk, please file Issues there if appropriate.
FAB versions (v1.0+) are more evolved and include wall sliding (upright or crouched), dedicated dismount, Coyote time, sprinting, replication, priority release, thoroughly tested UE5.6 and 5.7 versions, advanced features & modules, optimizations & QoL workflows, bonus packs & templates, custom tweak requests & niche solvers, Epic-tested binaries, dedicated supporton the forum (linked above) or by emailing me ([email protected]).
Please note: I work hard to make the setup process as user-friendly as possible — but this is a professional plugin that comes with a 40+ page manual. Reach out to me if you hit any snags, and we’ll solve it. PDF manuals are no longer included in Fab builds due to the rapid change and development of this plugin. Please see the online manual for the latest.
OmniWalkis a high-performance C++ framework for Unreal Engine 5.5+ 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 basic multi-directional gravity, OmniWalksolves a large number of remaining “showstopper” problems, as follows:
– 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.
– 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).
🚀 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.
Original_Link: https://www.fab.com/listings/6bced904-37bf-414c-9a28-dca6744e7c22








