Also @ GitHub: https://github.com/gregorik/OmniWalk
GregOrigin
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https://gregorigin.itch.io/omniwalk
Originally an unassuming GitHub repo, this one slowly evolved to something more production-ready, feature-packed and more or less bug-free (that’s saying a lot). Update video is too large to upload here, check it out:
https://gregorigin.itch.io/instant-organic-caves
Hey there: Instant Organic Caves (IOC) is a lightweight Unreal 5.5+ plugin designed to generate massive, seamless, and organic cave and/or rock systems procedurally at runtime. Unlike traditional marketplace assets that rely on static meshes or Blueprint construction scripts, IOC utilizes a “Metal C++” approach. It builds geometry directly using Unreal’s FDynamicMesh3 core math libraries, bypassing overhead from the Blueprint VM and intermediate wrapper libraries. The result is a system that can generate infinite, seamless, Nanite-enabled environments suitable for high-fidelity production.
Fully functional core OS versions (v0.1+) are yours to dissect at GitHub.
So it’s not a game, but you can make cool ones with it if you’re inclined. Check out OmniWalk for UE5: https://gregorigin.itch.io/omniwalk
Designed to replicate the high-fidelity magnetism found in titles like Ratchet & Clank and Dead Space, it allows any character to traverse arbitrary geometry — walls, ceilings, pipes, and planets — with zero technical friction. This plugin also solves the solves the “showstopper” problems involving: camera gimbal-lock, control inversion, triangle-normal jitter, and complex input remapping.
Fully functional core OS versions (v0.1+) are yours to dissect at GitHub: https://github.com/gregorik/OmniWalk






