Running the Official Sample
The KawaiiPhysics GitHub repository is not just the plugin — it is a complete Unreal Engine project that bundles sample characters and a demo level. If you want to see the physics in action on your own machine, running this sample is the quickest way.
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 |
| Supported UE versions | 5.3 / 5.4 / 5.5 / 5.6 / 5.7 (for older versions, see the compatibility table) |
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
Either way, start by getting the full sample project.
- Download as ZIP: Download from Code > Download ZIP on the repository and extract it
- Clone with Git:
git clone https://github.com/pafuhana1213/KawaiiPhysics.git
Check your UE version in advance. When you open the sample, you need to match this version (see Watch out for version mismatches).
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 latest source code applied. 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)
If you do not have a C++ build environment, open the sample using a precompiled (prebuilt) plugin. You can choose either the 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 distribute prebuilt plugins per UE version (e.g. KawaiiPhysics_5.6_x.xx.x.zip). Overwrite the sample project with this build.
- From Releases, download the latest zip for your UE version
(e.g.
KawaiiPhysics_5.6_x.xx.x.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 sample level and assets are saved with a specific UE version. You cannot open them in a UE version older than the one they were saved with. If a level fails to open or appears corrupted, try a different UE version within the supported range (5.3–5.7). When using a precompiled version, always match the UE version the plugin targets with the UE version you open the project in.
"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