KawaiiPhysics : Simple Bone Physics for UnrealEngine 4 & 5
See the code[!TIP] 日本語の説明はこちら → README_ja.md(日本語版 README)
Kawaii Physics is a simple pseudo-physics plugin for Unreal Engine.
It allows you to easily and cutely animate things that sway, such as hair, skirts, and breasts.
Character: Gray-chan
Character: Original 3D Model "Lzebul" / Motion: Mirai Komachi
Character: TA-style Kano Saginomiya / Motion: Shikanokonokonokoshitantan / Setup: TA Co., Ltd.
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KawaiiPhysics node into your AnimGraph and you're setDataAsset and PhysicsAssetI referred to the following material while implementing the physics behavior:
If you do not have a C++ build environment, please download the plugin from the following links:
Plugins folder in the root of your project.KawaiiPhysics folder to the Plugins folder.KawaiiPhysics node in the AnimGraph of the Animation Blueprint.Note: An error may occur when packaging a project that only uses Blueprints. In that case, please convert it to a C++ project or refer to this article.
The sample project on GitHub includes a sample level and characters.
Content/KawaiiPhysicsSample/L_KawaiiPhysicsSampleContent/KawaiiPhysicsSample/Examples/ has one level per topic. Each exhibit shows a single feature with its own AnimBlueprint, step by step. Content/KawaiiPhysicsSample/L_KPS_AllExamples loads every topic level side by side so you can browse all features in one place. In Play In Editor, press Z / X to jump to the previous / next exhibit in the current topic and PageUp / PageDown to jump to the previous / next topic. Press H to open the documentation page for the current exhibit on the KawaiiPhysics Portal. Press B to open the AnimBlueprint used by that exhibit in the editor. In the editor, the Open Docs and Open AnimBP buttons in the Details panel of each sign actor do the same. The descriptions on the signs follow the current language: Japanese when it is Japanese, English otherwise.
01_BoneChain (RootBone / DummyBoneLength / ExcludeBones / AdditionalRootBones / multiple nodes and tags)02_PhysicsSettings (Damping / Stiffness / WorldDamping / LimitAngle / curves / teleport thresholds / warm-up / SkelCompMoveScale)03_Collision (sphere / capsule / tapered capsule / box / planar / LimitsDataAsset / PhysicsAsset / world collision)04_Forces (gravity / simple external force / external force presets / AnimNotify / external force space / force rate by bone length / legacy gravity)05_Advanced (bone constraints / bone subdivision / SyncBone / presets / shared collision)06_RuntimeControl (alpha, physics settings multiplier and wind gusts from Blueprint / settings multiplier AnimNotifyState / Sequencer track / post process AnimBlueprint for Sequencer / AnimNode function / external force volume)07_SimpleWorldCollision (automatic level collision / gathered shapes / skeletal mesh collision modes / gather radius)08_Wind (ProceduralWind components / wind preset DataAsset / trigger gust AnimNotify / Shared Publisher)09_Showcase (a complete setup on the TA-style Kano Saginomiya character, part by part)The sample project enables UE 5.8's experimental Unreal MCP plugin, so MCP clients can operate the editor. Kawaii Physics bundles its own toolset (KawaiiPhysicsToolset) that covers authoring (adding and editing KawaiiPhysics and Shared Publisher nodes, collision limits and external forces), presets and audits, verification in Play In Editor (runtime node info, bone and collision checks, bone and penetration samplers, temporary settings multipliers and wind gusts), and skirt check-and-tune helpers (ring bone constraints, radius by depth, motion recording and analysis).
ModelContextProtocol.StartServer (starts immediately)http://127.0.0.1:8000/mcp. The .mcp.json in the project root already contains this setting.The toolset also registers an Agent Skill (KawaiiPhysicsSetupSkill) with tips for setting up, tuning and verifying KawaiiPhysics nodes through MCP.
The server lets clients control the editor. Start it only when you need it.
Kawaii Physics is used in many projects!
If this plugin has been even a little helpful for your UE projects, I’m truly glad to hear that!
I’ve been developing it solo as both a hobby and a practical tool — squeezing out development time and even covering coffee costs out of my own pocket ☕
If you think “Hey, this is pretty good!”, your support via a purchase on FAB or through GitHub Sponsors would mean a lot to me and help keep development going.
(You can read more about the background behind the FAB launch here.)
512 followers · starred Apr 2026
1,396 followers · starred Jul 2025
220 followers · starred Jun 2024
104 followers · starred Sep 2026
KawaiiPhysics : Simple Bone Physics for UnrealEngine 4 & 5
See the code[!TIP] 日本語の説明はこちら → README_ja.md(日本語版 README)
Kawaii Physics is a simple pseudo-physics plugin for Unreal Engine.
It allows you to easily and cutely animate things that sway, such as hair, skirts, and breasts.
Character: Gray-chan
Character: Original 3D Model "Lzebul" / Motion: Mirai Komachi
Character: TA-style Kano Saginomiya / Motion: Shikanokonokonokoshitantan / Setup: TA Co., Ltd.
![]() | ![]() |
KawaiiPhysics node into your AnimGraph and you're setDataAsset and PhysicsAssetI referred to the following material while implementing the physics behavior:
If you do not have a C++ build environment, please download the plugin from the following links:
Plugins folder in the root of your project.KawaiiPhysics folder to the Plugins folder.KawaiiPhysics node in the AnimGraph of the Animation Blueprint.Note: An error may occur when packaging a project that only uses Blueprints. In that case, please convert it to a C++ project or refer to this article.
The sample project on GitHub includes a sample level and characters.
Content/KawaiiPhysicsSample/L_KawaiiPhysicsSampleContent/KawaiiPhysicsSample/Examples/ has one level per topic. Each exhibit shows a single feature with its own AnimBlueprint, step by step. Content/KawaiiPhysicsSample/L_KPS_AllExamples loads every topic level side by side so you can browse all features in one place. In Play In Editor, press Z / X to jump to the previous / next exhibit in the current topic and PageUp / PageDown to jump to the previous / next topic. Press H to open the documentation page for the current exhibit on the KawaiiPhysics Portal. Press B to open the AnimBlueprint used by that exhibit in the editor. In the editor, the Open Docs and Open AnimBP buttons in the Details panel of each sign actor do the same. The descriptions on the signs follow the current language: Japanese when it is Japanese, English otherwise.
01_BoneChain (RootBone / DummyBoneLength / ExcludeBones / AdditionalRootBones / multiple nodes and tags)02_PhysicsSettings (Damping / Stiffness / WorldDamping / LimitAngle / curves / teleport thresholds / warm-up / SkelCompMoveScale)03_Collision (sphere / capsule / tapered capsule / box / planar / LimitsDataAsset / PhysicsAsset / world collision)04_Forces (gravity / simple external force / external force presets / AnimNotify / external force space / force rate by bone length / legacy gravity)05_Advanced (bone constraints / bone subdivision / SyncBone / presets / shared collision)06_RuntimeControl (alpha, physics settings multiplier and wind gusts from Blueprint / settings multiplier AnimNotifyState / Sequencer track / post process AnimBlueprint for Sequencer / AnimNode function / external force volume)07_SimpleWorldCollision (automatic level collision / gathered shapes / skeletal mesh collision modes / gather radius)08_Wind (ProceduralWind components / wind preset DataAsset / trigger gust AnimNotify / Shared Publisher)09_Showcase (a complete setup on the TA-style Kano Saginomiya character, part by part)The sample project enables UE 5.8's experimental Unreal MCP plugin, so MCP clients can operate the editor. Kawaii Physics bundles its own toolset (KawaiiPhysicsToolset) that covers authoring (adding and editing KawaiiPhysics and Shared Publisher nodes, collision limits and external forces), presets and audits, verification in Play In Editor (runtime node info, bone and collision checks, bone and penetration samplers, temporary settings multipliers and wind gusts), and skirt check-and-tune helpers (ring bone constraints, radius by depth, motion recording and analysis).
ModelContextProtocol.StartServer (starts immediately)http://127.0.0.1:8000/mcp. The .mcp.json in the project root already contains this setting.The toolset also registers an Agent Skill (KawaiiPhysicsSetupSkill) with tips for setting up, tuning and verifying KawaiiPhysics nodes through MCP.
The server lets clients control the editor. Start it only when you need it.
Kawaii Physics is used in many projects!
If this plugin has been even a little helpful for your UE projects, I’m truly glad to hear that!
I’ve been developing it solo as both a hobby and a practical tool — squeezing out development time and even covering coffee costs out of my own pocket ☕
If you think “Hey, this is pretty good!”, your support via a purchase on FAB or through GitHub Sponsors would mean a lot to me and help keep development going.
(You can read more about the background behind the FAB launch here.)
512 followers · starred Apr 2026
1,396 followers · starred Jul 2025
220 followers · starred Jun 2024
104 followers · starred Sep 2026