Cable Component and Sweep Collision Detection

Steps to Reproduce

  1. Enable `CableComponent` plugin
  2. Create an `AActor` blueprint
  3. Attach a `UCableComponent` to the blueprint
  4. Set these properties:
    1. `UCableComponent::bAttachStart` to `true`
    2. `UCableComponent::CableLength` to `10000`
    3. `UCableComponent::NumSegments` to `50`
    4. `UCableComponent::EndLocation` to `[0, 0, 10000]`
    5. `UCableComponent::SubstepTime` to `0.02`
    6. `UCableComponent::bUseSubstepping` to `true`
    7. `UCableComponent::bEnableCollision` to `true`
  5. Move the actor towards the ground at low and high velocity to see how it collides with the surface
    1. At low velocity, it should collide and coil correctly
    2. At high velocity, it will tunnel through, but it shouldn’t
  6. Optionally, lower the value of `UCableComponent::SubstepTime` to `0.005`
    1. 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`.