Changelog
Changelog for KawaiiPhysics.
For the latest release information, see GitHub Releases.
v1.21.x (UE 5.3 - 5.7 Support)
v1.21.0
Fixed Substepping (Frame-rate Independence)
Added a feature that runs the whole simulation with fixed-timestep substepping (FixedDt = 1 / TargetFramerate) for stable, frame-rate-independent physics. It is enabled (ON) by default.
- Controlled via
Use Fixed Substepping/Max Substepsunder Project Settings > Plugins > Kawaii Physics - [Behavior change] Because it defaults to ON, the way bones sway may change slightly compared to previous versions. Turn it OFF if you need the legacy behavior.
See Fixed Substepping for details.
Bone Subdivision
Added a feature that inserts virtual dummies between real bones — without modifying the real skeleton — to raise collision resolution.
BoneSubdivisionCount/bBoneSubdivisionCollisionOnly/bBoneSubdivisionDensifyByRadius(densify by radius)- Horizontal BoneConstraint Subdivision (bridge dummies):
BoneConstraintSubdivisionCount/BoneConstraintSubdivisionFeedbackScaleprevent penetration between columns - Combined with
BoneSubdivisionCount, collision points form a 2D grid across the cloth surface
See Bone Subdivision for details.
Shared Collision
Added a feature that lets multiple KawaiiPhysics nodes (including separate SkeletalMeshComponents and ChildActors) share a single set of collision shapes.
- Source / Target roles grouped by
SharedCollisionGroupTag - Shared within the same Actor/ChildActor family
- Source/Target/tag can be switched at runtime via the Blueprint API
See Shared Collision for details.
Sync Bone Enhancements
- Per-axis apply direction (
ApplyDirectionX/Y/Z: Both/Positive/Negative/None) - Distance attenuation (
bEnableDistanceAttenuation, etc.) - Automatic child expansion (
bIncludeChildBones) and scale curves by length rate / movement distance
Other Improvements
- Added
WindDirectionNoiseAngle(wind direction noise) to Wind - Added the project-wide
KawaiiPhysicsDeveloperSettings(fixed substepping / dummy-generation warning thresholds) - Added an automated physics-core test suite (UE Automation) to strengthen regression detection
- Various build error fixes and performance optimizations (supported engine versions: UE 5.3-5.7)
For the latest release information, see GitHub Releases.
v1.20.x (UE 5.7 Support)
v1.20.0
Sync Bone Feature
Added a feature that applies the movement and rotation of a specified bone to physics-controlled bones. Effective for preventing skirt penetration through legs.

Preventing penetration with SyncBone and Collision combined

Full demo combining SyncBone, BoneConstraint, and Collision
- Reflects source bone position/rotation to physics bones
- Prevents penetration without using collisions
- Lightweight processing with excellent performance
Gravity System Improvements
- Added Gravity Direction parameter
- More flexible gravity control available
AnimNotifyState: Set Alpha
Added AnimNotifyState that can dynamically change physics blend ratio during animation.
- Control physics influence on animation timeline
- Smooth blend in/out
Debug Feature Enhancements
- Added Box Limit debug display
- Improved Planar Limit debug display
- Debug filtering with GameplayTag
See GitHub Discussion #165 for details.
v1.19.x (UE 5.6 Support)
v1.19.0
Simulation Space Feature
You can now select the coordinate space for physics simulation.
ComponentSpace vs WorldSpace comparison
| Value | Description |
|---|---|
| ComponentSpace | Component space (default) |
| WorldSpace | World space |
| BaseBoneSpace | Specified bone space |
Using WorldSpace or BaseBoneSpace can avoid the effects of sudden Root bone movement/rotation.
WorldSpace behavior
Sample Project Refresh
- Updated all samples to latest best practices
- Added demos for new features
BoneConstraint Feature Stabilization
The BoneConstraint feature introduced experimentally in v1.14.0 is now official.
Fab Distribution Started
Distribution started on the Fab store.
See GitHub Discussion #155 for details.
v1.18.x (UE 5.5 Support)
v1.18.0
Copyright Notice Added
- Added MIT license copyright notices to all source files
Packaging Error Fix
- Fixed packaging failures in some environments
Other Improvements
- Official UE 5.5 support
- Minor bug fixes
See GitHub Discussion #145 for details.
v1.17.x (UE 5.3-5.5 Support)
v1.17.0
Multiple RootBone Support
You can now set multiple RootBones in a single AnimNode.
- Specify additional RootBones with
AdditionalRootBonesparameter - Individual ExcludeBones list available for each RootBone
- Control multiple bone chains with the same parameters
Box Collision
Added box-shaped collision.
- Optimal for rectangular shapes like body and buildings
- Offset and rotation adjustable
PhysicsAsset Integration
You can now auto-generate collision shapes from existing PhysicsAssets.
- Just specify the PhysicsAsset for automatic conversion
- Reduces manual collision setup work
AnimNotify Support
You can now control physics parameters from animation notifies.
- AnimNotify_KawaiiPhysics_ResetDynamics
- AnimNotify_KawaiiPhysics_SetExternalForce
GameplayTag Support
Debug targets can be filtered using GameplayTags.
Wind Directional Source Support
Now supports Unreal Engine's Wind Directional Source.
- Automatically affected by wind placed in level
- Adjust influence with WindScale
See GitHub Discussion #138 for details.
v1.16.x (UE 5.3-5.5 Support)
v1.16.0
New External Force System
Significant improvements to the process of applying external forces. Multiple external force presets have been added that allow you to apply force at regular intervals only to certain bones in the bone's local coordinate system.
- Multiple presets can be combined
- Custom presets can be implemented in C++
Details Panel Reorganization
- Property names and categories reorganized
- Debug features converted to buttons
- Tooltips added for all properties
Console Variables for Debugging
New console variables added for level debugging:
a.AnimNode.KawaiiPhysics.Enablea.AnimNode.KawaiiPhysics.Debuga.AnimNode.KawaiiPhysics.Debug.LengthRate
DataAsset Improvements
- Bone selection now available through hierarchy picker
- Export button added to save AnimNode Limits settings to DataAssets
See GitHub Discussion #128 for details.
v1.15.x
v1.15.0
- UE 5.4 support
- Performance improvements
See GitHub Discussion #117 for details.
v1.14.x (UE 5.0-5.2 Support)
v1.14.0
BoneConstraint Feature (Experimental)
Added BoneConstraint feature for distance constraints between bones.

Effective for cloth simulation like skirts

- Maintains distance between specified bones (BoneConstraints/Bone1, 2) using XPBD
Bone Constraint Iteration Count Before/After Collisionto specify number of constraint iterations- Can also be configured in DataAssets
- Bone sets can be specified using regular expressions

Other Improvements
- DataAssets owned by KawaiiPhysics AnimNode can now be pin-exposed
- Planar Limit processing optimized
- Physics processing code refactored
See GitHub Discussion #112 for details.
v1.13.x
v1.13.0
Warm Up Feature
Added physics warm-up feature.

- When Need Warm Up is
trueand Warm Up Frame is 1 or higher, Warm Up processing is executed - After execution, Need Warm Up becomes
false - Larger Warm Up Frame values lead to more stability but increase computational load

Warm Up can also be enabled via AnimNode functions added in v1.12.0.
See GitHub Discussion #104 for details.
v1.12.x
v1.12.0
- Added AnimNode functions
- KawaiiPhysics node state can now be dynamically changed from Blueprints
See GitHub Discussion #103 for details.
v1.11.x (UE 4.27 Support)
v1.11.1
- Final version supporting UE 4.27
For all changes, see GitHub Releases.