So I’ve been working on project that required ropes that have collision, and can simulate physics. I tried out the cable component, but that turned out to be a dead end since it doesn’t affect the objects its anchored to, and also doesn’t have collisions. I ended up making a system that dynamically generates meshes between to anchor points, and creates physics constraints between each generated mesh. Here’s a video of setting it up and simulating it.
I wanted to make a custom inspector button for generating and cleaning ropes, but that turned out to be a whole lot more complicated than I thought it’d be. IDetailCustomization has very little documentation, so I gave up on that pretty quick. The next step for this will probably reducing the collider on the rope to simple boxes, and dynamically generating a new mesh over the rope much like the cable component. The only difference is I would use the constraint actor locations as vertex points to draw the new mesh instead of the particles used in the cable component.