Cable Component Plugin for UE4

Np! :smiley:

characters

The component looks great, BUT, do you know any way to have a free end point ?

Or, I am quite new with Unreal, how can I edit the cable component itself ? Because I have project using blueprints…

Thanks

Ok, I want to modify the component but I cannot modify the Unreal editor itself… song impossible then

You will need to change the C++ source to support a ‘free end’ on the cable. It should be quite a simple change if someone wanted to make it and submit a pull request. You’d probably want to expose a pair of bools to indicate which ends to fix, and then check them inside UCableComponent::TickComponent before setting the StartParticle and EndParticle positions. You’d also need to change the logic in UCableComponent::OnRegister to set the bFree flag appropriately.

@Orion_78
You could also attach the “free” end to an invisible small actor with physics and have that actor constrained to another one (the one that holds the start of the cable). So, this end actor would be able to swing around, with a distance limit approximate to your cable length and it would appear to be the cable doing the swing. I’ve made balloons this way. They were attached to an actor that was attached to the character’s hands by physics constraints and the cables were just a cool visual effect that followed the balloons and that actor. When I wanted to release the balloons, I just detached that actor from the characters hands and the balloon physics would pull everything up. As that actor would hang from the balloon, the cable seemed to have a free end.

I know this is very old. But since Epic made this plugin a default engine one, people nowadays are still using this heavily. I take a look at the source code and find this component is doing a CPU skin where vertices are generated every Tick on the CPU, which can be a performance bottleneck. Is it straightforward to modify this component to change to GPU skin instead, so that we can have much longer cables and finer-looking mesh?