Steps to Reproduce
- Enable `CableComponent` plugin
- Create an `AActor` blueprint
- Attach a `UCableComponent` to the blueprint
- Set these properties:
- `UCableComponent::bAttachStart` to `true`
- `UCableComponent::CableLength` to `10000`
- `UCableComponent::NumSegments` to `50`
- `UCableComponent::EndLocation` to `[0, 0, 10000]`
- `UCableComponent::SubstepTime` to `0.02`
- `UCableComponent::bUseSubstepping` to `true`
- `UCableComponent::bEnableCollision` to `true`
- Move the actor towards the ground at low and high velocity to see how it collides with the surface
- At low velocity, it should collide and coil correctly
- At high velocity, it will tunnel through, but it shouldn’t
- Optionally, lower the value of `UCableComponent::SubstepTime` to `0.005`
- It now collides correctly at high velocity
For me, low velocity was 1m/s and high velocity was 10m/s at a substep of `0.02`.