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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.

warning

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
ItemDetails
Project fileKawaiiPhysicsSample.uproject
Sample levelContent/KawaiiPhysicsSample/L_KawaiiPhysicsSample
UE versions supported by the v1.21.0 plugin5.3–5.8 (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.

info

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​

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.

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.

git clone --branch master --depth 1 https://github.com/pafuhana1213/KawaiiPhysics.git
tip

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.

note

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​

  1. (Optional) Right-click KawaiiPhysicsSample.uproject and run Generate Visual Studio project files
  2. Double-click KawaiiPhysicsSample.uproject
  3. When the dialog "Missing modules. Would you like to rebuild them?" appears, choose Yes
  4. 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.

warning

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.

  1. From the v1.21.0 release, download the zip for your UE version (e.g. KawaiiPhysics_5.6_1.21.0.zip for UE5.6)
  2. Extracting the zip gives you a KawaiiPhysics folder that includes a Binaries folder
  3. Delete the entire Plugins/KawaiiPhysics folder in the sample project you obtained
  4. Place the extracted precompiled KawaiiPhysics folder into Plugins/ instead
KawaiiPhysicsSample/
└── Plugins/
└── KawaiiPhysics/ ← Delete the source version and replace with the precompiled one
├── Binaries/ ← Contains the prebuilt binaries
├── Content/
└── KawaiiPhysics.uplugin
  1. Double-click KawaiiPhysicsSample.uproject and 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.

  1. Confirm that you have installed KawaiiPhysics (Fab version) for your UE version via the Epic Games Launcher
  2. Delete the entire Plugins/KawaiiPhysics folder in the sample project you obtained
  3. Double-click KawaiiPhysicsSample.uproject and 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
note

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.

  1. Open Content/KawaiiPhysicsSample/ in the Content Browser
  2. Double-click L_KawaiiPhysicsSample to open the level
  3. Click Play or Simulate in the toolbar
  4. You can watch the sample character's hair and clothing sway
tip

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​

See Feature Samples for the development version’s themed exhibits.