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Projectile Physics Plugin

Mipmap Games - Code Plugins - Dec 25, 2018

Add penetration, air resistance and realistic ricochet to Unreal Engine instantly. Show projectile flight path before firing. Compatible with physobjects and destructible meshes.

  • Supported Platforms
  • Supported Engine Versions
    4.21 - 4.27, 5.0 - 5.4
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.


Demo 122MB: Download Windows 64 (no purchase required)

Suitable for single or multiplayer games, use physics to create immersive gunplay that goes above and beyond the current generation of first person shooters. Also great for physics games and archery.

  • No limit to the number of objects a bullet will penetrate.
  • Chance of penetration varies depending on impact angle, impact velocity, and material hit.
  • Capable of slow motion gameplay.
  • Can spawn exit particle effects and decals as well as regular bullet hit effects.
  • Deterministic flight path enables pre-calculation, client-side multiplayer.
  • Create your own flight path prediction graphic or use the one included.
  • Bullet tracer effect included
  • Arrows become lodged or bounce depending on material

Technical Details


  •  Server side lag compensation functions as per this article. (Engine 4.27 on)
  • Easy to get started or drop into an existing project. No c++ required.
  •  Bullet trace color denotes velocity for testing purposes. Credit to youtuber Dyslexci for this concept.
  •  Includes 3 materials with hit sounds & ak47 mesh with firing sound.

Code Modules: RMPP - Runtime module

Network Replicated: Yes

Supported Development Platforms: Windows64

Supported Target Build Platforms: Windows64

Documentation: Video Docs, Readme_UE5, Readme

Important/Additional Notes: Multiplayer blueprints are provided as an example only and are not a full multiplayer solution. Moving objects are overlap only in multiplayer as determistic path is impossible - locations are always slightly different on different machines. Simulation is computationally intensive, suggest limit of 50 players, ~1000 objects at a time. Destruction physics has limited replication in multiplayer.