Running the Official Sample
Use the official sample to try out hair and clothing physics. For your first run, choose the stable v1.21.0 release. To try unreleased features, choose the development version, master.
v1.22 has not been released. master contains work in progress and is not a stable release. For testing, use the released v1.21.0.
What the Sample Contains
The top level of the KawaiiPhysics repository is structured as follows.
KawaiiPhysics/
├── Config/
├── Content/
│ └── KawaiiPhysicsSample/
│ ├── L_KawaiiPhysicsSample.umap ← Sample level (demo map)
│ ├── Model/
│ ├── Samples/
│ └── Other/
├── Plugins/
│ └── KawaiiPhysics/ ← The plugin itself (C++ source)
└── KawaiiPhysicsSample.uproject ← Open this project file
| Item | Details |
|---|---|
| Project file | KawaiiPhysicsSample.uproject |
| Sample level | Content/KawaiiPhysicsSample/L_KawaiiPhysicsSample |
| UE versions supported by the v1.21.0 plugin | 5.3–5.8 (see the compatibility table for details) |
The UE versions in this table describe the plugin's supported range. They do not guarantee that the sample's assets and levels will open in a different UE version.
The Plugins/KawaiiPhysics folder included in the repository is C++ source code. Opening the project as-is requires building the plugin. If you do not have a build environment, replace it with a precompiled build using the steps for users without a build environment below.
Getting the Sample Project
Stable Release v1.21.0 (Recommended)
To use the released sample, pin your download to tag 20260624-v1.21.0. The KawaiiPhysicsSample.uproject in this version is configured for UE 5.3.
- Download the v1.21.0 source ZIP
- Or clone the tagged version with Git:
git clone --branch 20260624-v1.21.0 --depth 1 https://github.com/pafuhana1213/KawaiiPhysics.git
The plugin itself supports UE 5.3–5.8. If building from C++ source, prepare an environment for the UE version you will use. If you do not have a build environment, choose the precompiled build for your UE version from GitHub Releases.
Development Version master (To Try In-Development Features)
master is configured for UE 5.8. ModelContextProtocol, EditorToolset, and SlateInspectorToolset are enabled in KawaiiPhysicsSample.uproject. To use the development version, build the source using Method A. The released precompiled builds in Method B may not be compatible with the development content in master. Do not infer whether this sample will launch from the plugin's supported-version table alone.
- Download the
masterZIP - Or clone
masterwith Git:
git clone --branch master --depth 1 https://github.com/pafuhana1213/KawaiiPhysics.git
Open the sample with the UE version specified by the version you downloaded. See Method A or B below for the steps that apply to your download.
Method A: Users with a Build Environment (Visual Studio + C++)
If you have an environment that can build UE C++ code, such as Visual Studio, you can open it directly from source.
Prepare a build environment that matches your UE version in advance, such as Visual Studio (Game development with C++ workload). See the official documentation for setup instructions.
Steps
- (Optional) Right-click
KawaiiPhysicsSample.uprojectand run Generate Visual Studio project files - Double-click
KawaiiPhysicsSample.uproject - When the dialog "Missing modules. Would you like to rebuild them?" appears, choose Yes
- The plugin will compile, and the editor will launch once it finishes
Once the build succeeds, you can try the sample with the source code from the version you downloaded. This method is also recommended if you want to modify the plugin and experiment with its behavior.
Continue to Open and play the sample level.
Method B: Users without a Build Environment (Use Release/Fab Precompiled Binaries)
The steps below are for the stable v1.21.0 sample project. If you do not have a C++ build environment, open the sample using a precompiled (prebuilt) plugin. You can choose either the GitHub Release version or the Fab version.
Precompiled versions are specific to each UE version. Always use the one that matches your UE version.
Method B-1: Replace with the GitHub Release Precompiled Build
GitHub Releases provide prebuilt plugins for each UE version. Replace the plugin in the stable sample with the matching build.
- From the v1.21.0 release, download the zip for your UE version
(e.g.
KawaiiPhysics_5.6_1.21.0.zipfor UE5.6) - Extracting the zip gives you a
KawaiiPhysicsfolder that includes aBinariesfolder - Delete the entire
Plugins/KawaiiPhysicsfolder in the sample project you obtained - Place the extracted precompiled
KawaiiPhysicsfolder intoPlugins/instead
KawaiiPhysicsSample/
└── Plugins/
└── KawaiiPhysics/ ← Delete the source version and replace with the precompiled one
├── Binaries/ ← Contains the prebuilt binaries
├── Content/
└── KawaiiPhysics.uplugin
- Double-click
KawaiiPhysicsSample.uprojectand open it with the matching UE version → The editor launches without building
Method B-2: Use the Fab Version (Plugin Installed to the Engine)
If you have already installed KawaiiPhysics to your engine from Fab, simply removing the source plugin from the project makes it use the precompiled version installed in the engine.
- Confirm that you have installed KawaiiPhysics (Fab version) for your UE version via the Epic Games Launcher
- Delete the entire
Plugins/KawaiiPhysicsfolder in the sample project you obtained - Double-click
KawaiiPhysicsSample.uprojectand open it with the matching UE version → With no plugin inside the project, the engine-side Fab version is loaded, and it launches without building
In Method B-2, if you leave the project's Plugins/KawaiiPhysics in place, UE will prioritize the project-side source plugin and try to build it. Be sure to delete the entire folder.
Continue to Open and play the sample level.
Open and Play the Sample Level
Once the project launches, check out the demo.
- Open
Content/KawaiiPhysicsSample/in the Content Browser - Double-click
L_KawaiiPhysicsSampleto open the level - Click Play or Simulate in the toolbar
- You can watch the sample character's hair and clothing sway
Moving and rotating the character makes the swaying parts move more dramatically due to inertia. Open the Animation Blueprint, change the parameters on the KawaiiPhysics node, and compare how the behavior differs.
Common Issues
Watch Out for Version Mismatches
The plugin's supported UE versions alone do not tell you whether the sample will launch. Open the project using the UE version specified in the project configuration. If you use a precompiled plugin, match its build's UE version to the one you use to open the project. If you need to try opening the project or converting assets in another UE version, do so on a backup and verify the result.
"This project needs to be rebuilt" appears and the editor will not launch
Plugins/KawaiiPhysics is still in source form (not yet built).
- If you have a build environment → allow the rebuild in Method A
- If you do not have a build environment → replace it with a precompiled build in Method B
Two plugins are loaded and conflict
If the plugin exists both in the engine (Fab version) and in the project (Plugins/KawaiiPhysics), they conflict. Keep only one of them (see Method B-2).
Next Steps
- Installation - Add it to your own project
- Quick Start - Your first setup
- Basic Concepts - Understand how it works
See Feature Samples for the development version’s themed exhibits.