How to add Collision Boxes to a Component Cable along its length?

Hi all, I’m trying to add the ability to walk on Cable components. I don’t know if this is the correct way to do it, I thought I’d do it this way:
I created a BP_webcable with a Cable and 8 Box collisions inside. My Cable is created in runtime with the Line Trace by Channel with the click (START) and release (END) of the right mouse button. I would like the 8 boxes in the BP_Cable to position themselves along the length of the entire cable. But unfortunately they are all always updated to the location of the same particle that composes the Cable. (The Boxes follow the movements of the Cable but all perfectly overlapped in a single point.)
What am I doing wrong?

Thank you so so much guys.

Marco

https://youtu.be/9wWqyeZjBck

I solved it myself but in a not very productive way:
If I connected all the Set World Location of the collision boxes to the same GET, the boxes were all moved to the same position along the Cable. So I took the whole operation that comes after the tick event up to the GET and duplicated it 7 times connecting the collision boxes to each GET and each For Loop, changing the value of the last index for each For Loop. Now I have the boxes arranged along the cable at equidistance.
But this solution (also because of the tick event is not very recommended I think) so many of these cables would weigh down the game.
So I opted for a single collision box fixed to the center of the cable that updates its length based on the start and end of the Cable. (only because in my case the cables must be well stretched)

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