Cable component not updating during movement/while moving actor.

The cable component is not simulating during movement. The cable goes completely stiff until movement stops. Example:

Every time the player character moves, the cable stops simulating and then resumes when player movement stops.

Appears to be similar to this issue:

And this (fixed) bug report.

Is this a bug? Is there a solution? A workaround?

Thank you.

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I copied the CableComponent Plugin into the Project Plugins Folder from Engine/Plugins/Runtime/ and applied these changes in the source files:

https://github.com/EpicGames/UnrealEngine/commit/11b6bc9e12ba1af5f0f0f98499e0d739c959d3d6)

You can also copy the entire plugin from the Unreal Engine source files in the main branch where the fix is already applied.

https://github.com/EpicGames/UnrealEngine/tree/11b6bc9e12ba1af5f0f0f98499e0d739c959d3d6/Engine/Plugins/Runtime/CableComponent

Then I rebuilt the entire project and the plugin in UE5.3.2 works. Good luck.

Hi @G-TOX those links are 404-ing - any chance you can paste the chages here?
Thanks!

You must have access to GitHub Unreal Engine Source Code. It’s easy and free. See this: Unreal Engine on GitHub

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Copying the entire plugin from your link doesn’t work, I get an error on this line:

DEFINE_RENDER_COMMAND_PIPE(Cable, ERenderCommandPipeFlags::None);

Saying:

Cannot resolve symbol 'Cable'. Cannot resolve symbol 'ERenderCommandPipeFlags'

Even with a global search I’m not able to find any occurrence of ERenderCommandPipeFlags anywhere in the engine, are you using a source build?


However, it is enough to delete the OnUpdateTransform function from CableComponent .h and .cpp, now it’s pretty clear to me why it didn’t work in the editor and it did in the packaged build…

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Yes, it doesn’t work like that anymore, it looks like the guys from epic added raytracing support to the component, I tried it about half a year ago, and it worked, try an older revision from branch 5.4 where Raytracing Support is not implemented for the Cable Component , Or switch your project to 5.4 source build, and version 5.4 will be released soon. Good Luck.

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Hello!

Would you be able to say how you rebuilt the solution with the altered code?
By simply removing “OnUpdateTransform” from the .h and .cpp files, nothing happens.
I’ve tried to rebuild and regenerate project files, but it always runs the old version.
I then tried first deleting the Intermediate and Binary files from the CableComponents plugin folder, thinking that would ensure they are regenerated - this just leads to me not being able to launch unreal, with the error message “The following modules are missing or built with a different engine version: CableComponent”. Building and regenerating the project’s and UE5’s files on VS studio has no effect here as well.
I have also tried utilizing the batch tools in Engine/Build/BatchFiles, but they close as soon as i open them (maybe im supposed to use them with specific arguments?)

For information, I am using version 5.3.2, directly downloaded and installed through the Epic Games Launcher. Does this stop me from being able to modify and regenerate source code?

Hi, you don’t have to rebuild the engine, just move the CableComponent plugin from the Engine/Plugins/Runtime folder to your project Plugins folder!

If you don’t feel like compiling it, here it is with the fix:

CableComponent.zip (12.3 MB)

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THANK YOU! This works perfectly! After 20 straight hours of trying to debug this, it finally works.
For anyone who encounters a similar issue: You can always move the plugin folder back to its original location, after it has rebuilt itself on launch! This ensures that all your different projects have the updated binaries.

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This is something that I sometimes do, but only for solo projects.
It’s not a “good practice” if you work with a team, that’s why I avoid recommending it to other people. I prefer to have it in the plugins folder and pushed to the Git repo, just to ensure that everyone is working with the same version of the plugin!

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