Deform Dynamics - Deform Plugin

Welcome to the Deform Plugin manual!

This is the manual for creating interactive cloth animation in Unreal Engine using the Deform Plugin.


Introduction to the Deform plugin

The Deform Dynamics Unreal plugin allows users to create deformable objects and animate them inside the Unreal editor. The plugin has been tested using Unreal Engine version 4.25.3.

Note that the plugin might not work correctly with older or newer versions of Unreal!

Using the plugin

To quickly get started using the plugin, please read Installation.

Theoretical background

In the documentation for the Deform plugin, many unfamiliar concepts might be introduced. To learn about the theoretical background behind the library, we recommend that you read:

Vivace: a Practical Gauss-Seidel Method for Stable Soft Body Dynamics

Marco Fratarcangeli, Valentina Tibaldo, Fabio Pellacini
ACM Transactions on Graphics (SIGGRAPH Asia), 2016


  1. Currently, the engine uses sphere-sphere self collisions. This can result in tunneling if high forces are exerted on the cloth.
  2. The material behavior of the cloth is approximated to achieve high performance. The result of the simulation should be viewed as a visually plausible solution, not a physically correct one.
  3. The plugin requires a CUDA capable graphics card.

Release notes



- Added the ability to add the DeformBodyComponent to Skeletal Meshes.

- Fixed a bug which sometimes caused a crash when using the mesh collider.



- General stability improvements.


- Added the ability to set a base mesh.

- Added a directional wind object.

- The mesh collider now works with static meshes.

- Added the ability to change computation type in the manager.


- Added demos showcasing advanced use of the Deform Mapping component.

- Added a demo to showcase the wind object.

- Added several tutorial scenes.


- Added documentation for the blueprint callable functions in the manager.

- Added documentation for the Orbital Camera



- Per-object mass is now exposed. The mass will affect the force of the friction and the wind only.

- Reduced vibrations of the self-collisions.

- Speed up initialization.

- General stability improvements.

- Correct normals are now generated when using a mapped object where vertex splitting has occurred.


- Added the ability to set per-particle parameters using textures.

- Made the Deform components usable from within the blueprint editor.

- The mesh collider is now updated using the bone transforms of the character.

- Added ability to consider morph targets in the mesh collider. This will slow down the simulation.

- The skinning component now requires a string of the name of the mesh collider the object should be skinned to.


- Added a demo to showcase a blueprint actor using the deform components.

- Added a demo to showcase a blueprint actor using the per-particle parameters using textures.


- Added several tutorials

- Added documentation for the new features



- Beta version of the plugin released.