{"id":45454352,"url":"https://github.com/Yadhu-S/UnrealJolt","last_synced_at":"2026-03-07T08:00:42.811Z","repository":{"id":311242290,"uuid":"1041535579","full_name":"Yadhu-S/UnrealJolt","owner":"Yadhu-S","description":"Jolt physics integration (Plugin) for Unreal Engine 5 (UE5)","archived":false,"fork":false,"pushed_at":"2025-09-28T05:01:52.000Z","size":2581,"stargazers_count":36,"open_issues_count":1,"forks_count":6,"subscribers_count":0,"default_branch":"master","last_synced_at":"2025-09-28T07:07:13.924Z","etag":null,"topics":["jolt-physics","ue5-plugin","unreal-engine-5","unreal-engine-code-plugin","unreal-engine-cpp-plugin","unreal-engine-plugin"],"latest_commit_sha":null,"homepage":"","language":"C++","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":null,"license":"mit","status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/Yadhu-S.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":"LICENSE","code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null,"governance":null,"roadmap":null,"authors":null,"dei":null,"publiccode":null,"codemeta":null,"zenodo":null,"notice":null,"maintainers":null,"copyright":null,"agents":null,"dco":null,"cla":null}},"created_at":"2025-08-20T16:21:45.000Z","updated_at":"2025-09-28T06:42:21.000Z","dependencies_parsed_at":null,"dependency_job_id":"cba8a37b-4534-4626-a46d-014764985cd6","html_url":"https://github.com/Yadhu-S/UnrealJolt","commit_stats":null,"previous_names":["yadhu-s/unrealjolt"],"tags_count":6,"template":false,"template_full_name":null,"purl":"pkg:github/Yadhu-S/UnrealJolt","repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Yadhu-S%2FUnrealJolt","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Yadhu-S%2FUnrealJolt/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Yadhu-S%2FUnrealJolt/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Yadhu-S%2FUnrealJolt/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/Yadhu-S","download_url":"https://codeload.github.com/Yadhu-S/UnrealJolt/tar.gz/refs/heads/master","sbom_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/Yadhu-S%2FUnrealJolt/sbom","scorecard":null,"host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":286080680,"owners_count":30209795,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2026-03-07T05:23:27.321Z","status":"ssl_error","status_checked_at":"2026-03-07T05:00:17.256Z","response_time":53,"last_error":"SSL_read: unexpected eof while reading","robots_txt_status":"success","robots_txt_updated_at":"2025-07-24T06:49:26.215Z","robots_txt_url":"https://github.com/robots.txt","online":false,"can_crawl_api":true,"host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["jolt-physics","ue5-plugin","unreal-engine-5","unreal-engine-code-plugin","unreal-engine-cpp-plugin","unreal-engine-plugin"],"created_at":"2026-02-22T06:00:31.067Z","updated_at":"2026-03-07T08:00:42.798Z","avatar_url":"https://github.com/Yadhu-S.png","language":"C++","funding_links":[],"categories":["Physics","Game Development"],"sub_categories":["Game Dev Tools: Physics Engines"],"readme":"# UnrealJolt\n\n![Physics](Resources/Screenshots/play.gif)\n\nPlugin that brings [Jolt Physics](https://github.com/jrouwe/JoltPhysics) into unreal engine 5\n\n---\n\n## Getting Started\n\n### Some things to consider before using this\n\n- This is a bolt on integration and not a replacement for the existing chaos physics solver.\n- You should only need this if you specifically want some kind of behaviour that's not available in chaos.\n- Deterministic physics, multicore processing of many bodies could make the case.\n- Multicore processing it not yet implemented properly using Unreal's own thread pool system. \n- The implementation of this plugin while is generic (somewhat), is still tied to something I am developing on the side. Just keep in mind that all features of UE might not be integrated, you might have to do it yourself. (Drop a PR if you do :) )\n- There are possibilities of breaking changes, until 1.0.0 at least. (will try to avoid)\n\n### Requirements\n\n- Unreal engine 5 (mostly tested on 5.6.0, should work on older versions)\n\n### Installation\n\n- Clone (`git clone --recursive git@github.com:Yadhu-S/UnrealJolt.git`) or download into the `Plugins` folder (`\u003cproject\u003e/Plugins or Engine/Plugins`)\n- Take a look inside `UnrealJoltLibrary.Build.cs` to see the user defines, modify what you need, or leave defaults. Check the available defines [ here ]( https://jrouwe.github.io/JoltPhysicsDocs/5.3.0/md__build__r_e_a_d_m_e.html )\n- Compile project\n- Make sure UnrealJolt is enabled in \"Plugins\"\n- Use actor-tag and tag dynamic objects with `jolt-dynamic` (make sure that the object is movable) and static objects with `jolt-static` \n\n### Configuration\n\n![Config](Resources/Screenshots/SS_Config.png)\n\n- Plugins-\u003eJolt in your project settings.\n- Check the defaults, and change if required.\n- Debug rendering is slow, especially when visualizing large heightmaps. Drawing all those triangles. (Need to look into drawing triangles only once for\n  static objects )\n\n---\n\n## Features\n\n### UJoltSkeletalMeshComponent\n- UJoltSkeletalMeshComponent extends USkeletalMeshComponent to add jolt specific functionality (Browse JoltSkeletalMeshComponent.h to see the available functions)\n- Modify the physics asset as required through the editor\n  - ![SkelMeshAdj](Resources/Screenshots/SS_UjoltSkeletalMesh.png)\n  - Compound shapes are also supported\n- Adjust the options as required \n  - ![Options](Resources/Screenshots/SS_SkelMeshOpt.png)\n  - Adjust the \"Visual Offset\" to align the visual mesh with the physics body\n\n### Heightmaps \n\n ![Landscape](Resources/Screenshots/SS_Landscape.png)\n\n- **Landscapes** and **LandscapeSplines** are cooked automatically when you **Play in Editor**.  \n  - This may be a chore if you work with many levels, playing a level at least one time in editor (will work on it).  \n- A `JoltData` directory is always generated during cooking and **must be included when packaging your project**.\n- #### ⚠️ Function for reading landscape spline data is not exposed by default in UE\n\n#### ✅ Enabling Landscape Spline Cooking\n1. Modify `Engine/Source/Runtime/Landscape/Classes/LandscapeSplineSegment.h`\n   and add `LANDSCAPE_API` to the `GetLocalMeshComponents()` declaration to fix link errors\n2. In `UnrealJolt/Source/UnrealJolt/UnrealJolt.Build.cs`, uncomment: \n\t`PublicDefinitions.Add(\"JOLT_PLUGIN_LANDSCAPE_API_MODIFIED\");`\n---\n## Deterministic simulation\n\nTo ensure deterministic simulation with Jolt Physics across platforms, follow the [official guidelines](https://jrouwe.github.io/JoltPhysicsDocs/5.3.0/index.html#deterministic-simulation). Use Jolt’s math and utility functions (`Sin`, `Cos`, `QuickSort`, `BinaryHeapPush/Pop`, `Hash`) instead of STL or platform-dependent ones, and always keep API calls (body/constraint creation, updates) in the same order.\n\nFor builds:\n\n- On **Windows (MSVC)**, add `FPSemantics = FPSemanticsMode.Precise;` to `\u003cProjectName\u003eTarget.cs` and `\u003cProjectName\u003eEditor.Target.cs`.  \n- On **Linux (Clang)**, add `AdditionalCompilerArguments += \" -ffp-model=precise -ffp-contract=off\";` to the same files.  \n\nBecause these options differ from Unreal defaults (`LinuxToolChain.cs`, `VCToolChain.cs`), create a custom build config or apply the changes consistently across both game and editor builds by modifying:  \n`UnrealClient.Target.cs`, `UnrealEditor.Target.cs`, `UnrealGame.Target.cs`, and `UnrealServer.Target.cs`.\n\n---\n\n## Contributing\n\n Found this project useful? Awesome!\n\n If you’ve added a feature, fixed a bug, or improved something that isn’t here yet—feel free to open a PR!\n\n---\n## Credits\n- [Jorrit Rouwe](https://github.com/jrouwe) for making jolt\n- Andrea Catania for the video series on YouTube\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FYadhu-S%2FUnrealJolt","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FYadhu-S%2FUnrealJolt","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FYadhu-S%2FUnrealJolt/lists"}