Thanks, I’ve looked at the multiple objects option and it is a way but the “variable length” constraint is key: I’d have to add and delete joints/colliders on the fly (as links in a chain) and I’m not sure the physics simulation would have a lot of fun with that Guess I need to give it a shot…
Maybe I’ve not looked hard enough at the component cable plugin, but last time I checked it more “rendered” a cable/rope than actually “acted” as a physical rope to me.
Perhaps you could change the linear constraint limits on the fly and just have a cable as a visual thing between the constrained points. I’m not sure how well just changing constraint limits would work. I also tried adding force between the points towards each other if they got too far from each other, which wasn’t perfect, but it sort of worked even with my messy attempt at creating a rope that bends around obstacles.
Can’t seem to be able to specify constraint actors for spawned PhysicsConstraintActors in a Blueprint (which means I can’t procedurally create a chain in a blueprint): or am I missing something?
Yes, I was missing something.
You can create your chain procedurally in blueprints adding phys constraint components.
Now if just the cable actor endpoint was accessible through blueprints…