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Emil Sjöstedt
Emil Sjöstedt

Posted on Edited on AI-assisted

Aether Release - Video & Profiler results,Components setup

TL;DR - Showcase and UE setup is under the Introduction. Contact details and commercial licensing are placed right below for quick access.


AI Disclosure: Documentation and product copy were refined with AI assistance. The underlying codebase, architecture, and logic are 100% handcrafted and tested by Kadmium.

Commercial Licensing & Full Source Code

Early access includes free updates until Aether core is completed see roadmap on

The public showcase repository functions as a read-only architectural overview.

For teams and developers looking to integrate this full 6-DOF movement system into production without rebuilding the proprietary simulation math, 3D suspension, and quantization from scratch

  • Full C++ Source Code: Available now on Gumroad. (30% until 30 september 14:00 CEST Sweden)

    Aether [UE5 Plugin] UE5 C++ Movement & Physics

    Need Enterprise / B2B Invoicing?Studios & Enterprise Clients: If you require Corporate VAT Invoicing (via Stripe), Purchase Orders (POs), Direct Wire Transfers, or Custom Integration Retainers, please order directly through our Services Portal or contact finance@kadmium.dev.Aether Framework6-DOF Movement & Physics for Unreal Engine 5See kadmium.dev/ue-frameworks/aether for roadmapFree updates are available until V1 is completed! Limited support for indiesAether is a high-performance C++ aerospace movement framework built natively on Epic's experimental Network Prediction Plugin (NPP). It delivers deterministic, server-reconciled 6-DOF spaceflight, atmospheric aerodynamics, and raycast suspension physics—engineered specifically to eliminate network desync, resimulation stutter, and Large World Coordinate (LWC) precision loss.Official Technical Resources Technical Manual & Roadmap: kadmium.dev/aether Public C++ Architecture Showcase: GitHub / KadmiumShowcase_UE Deep-Dive Engineering Write-up: DEV.to Architectural Breakdown Key Architectural Capabilities NPP-Native Prediction Pipeline: Built directly on UNetworkPredictionComponent for deterministic client-side prediction, authoritative server rollbacks, and zero-stutter visual mesh decoupling. Multi-Source Vector Gravity Engine: Subsystem-driven gravity handling spherical planetary bodies (radial falloff) and localized directional zones (hangars, moving capital ships) with explicit priority blending. Raycast Suspension Dynamics: Damped harmonic oscillator landing gear featuring progressive cubic stiffness ($1 + 2x^3$), asymmetric rebound damping, and dual friction modes (Rolling vs Sticky). Atmospheric Aerodynamics: Dynamic lift vectors, atmosphere density scaling, terminal velocity dive bonuses, and real-time $G$-force / Angle of Attack (AoA) telemetry tracking. Dual Control Schemes: Seamless runtime switching between Mouse Aim (with auto-banking and flight-director target interpolation) and Direct Axis manual flight. True Reflection & Parameter Overrides: Native C++ parameter injection—works standalone or seamlessly paired with the Flux Framework for zero-boilerplate runtime stat updates. Why Choose Aether? Save 200+ Senior Engineering Hours: Skip months of struggling with Network Prediction Plugin setups, resimulation edge-cases, and tick memory allocations. 100% Zero-Allocation C++: Handcrafted, modular source code designed for dedicated server performance with zero dynamic memory allocation inside simulation ticks. Modular Ecosystem Integration: Outputs real-time $G$-force and AoA telemetry directly into the Kinetix Framework for procedural airframe stress and mesh destruction. What’s Included Full C++ Source Code: Complete Aether runtime module (.h and .cpp). Core Components: UAetherMovementComponent, UAetherGravityComponent, UAetherGravitySubsystem, UAetherLandingGearComponent, and UAetherAimDirectorComponent. Editor Telemetry Tooling: Built-in Slate debug overlays and developer settings panels. FOR INDEPTH TECHNICAL INFO SEEDev.to/kadmium or visit kadmium.dev/Licensing Tiers Indie License: For solo developers and small teams with gross annual revenue under $100,000 USD. Studio License: For studios or commercial entities with gross annual revenue exceeding $100,000 USD. (For Studio Extended, Custom Engine Integration, or VAT-compliant Invoicing, please request a invoice via finance@kadmium.dev)[Use Code aetherlaunch26 for 30% the sourcecode - includes both indie & enterprise tiers ] - valid to 30:th september 2026 14:00 CEST Sweden

    favicon kadmium.gumroad.com

Enterprise & Audits
For extended licensing or NDA-based audits, reach out to:

  • legal@kadmium.dev
  • finance@kadmium.dev

If you are in need of consulting or custom engine architecture services, see here:


This is the video showcase over the Aether C++ UE5 NPP 6DOF Framework (Timestamps and more will be added later!)

Raw, unedited footage of Aether showcasing client simulation when the server is running at 16.67ms (60Hz). With NPP, servers can be optimized without worrying about client simulation breaking.

Developer Notes

  • RestoreEvents in 'Ideal': This is a calculation bug in the GravityZone forcing Atmos density to change too fast under 1 frame. :)
  • RestoreEvent in 'JustNo': This scenario is caused by a threshold in ClientSmoothing. Upon removal, we can push it to even more extreme network conditions.

Reach out if you have any questions!

Tested Network Scenarios

Scenario 1-Way Latency / RTT Packet Loss / Jitter / Reorder
Ideal 0 ms / 0 ms 0% / 0 ms / 0%
GoodBroadband 20 ms / 40 ms 0% / 2 ms / 0%
BadWiFi 40 ms / 80 ms 8% / 20 ms / 3%
HighPing 180 ms / 360 ms 0% / 10 ms / 0%
SevereJitter 80 ms / 160 ms 2% / 60 ms / 10%
PacketLossSpike 50 ms / 100 ms 15% / 10 ms / 0%
AetherStable 300 ms / 600 ms 15% / 80 ms / 1%
AetherUnstable 600 ms / 1200 ms 25% / 100 ms / 3%
AetherExtreme 1200 ms / 2400 ms 35% / 200 ms / 5%
JustNo 3000 ms / 6000 ms 70% / 300 ms / 10%

UNREAL ENGINE SETUP

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