RAC | Runtime Advanced Cables | Unreal Engine 5 Plugin
Build grappling hooks, cuttable ropes, tow cables, ziplines, climbing ropes, decorative wiring, leashes - all from one plugin!
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PLAYABLE DEMO LEVEL
FULL DOCUMENTATION
Features
Grapple Swing - aim to attach, pendulum physics, pump-swing, launch on release
Cable Cutting - cut at any point, creates new cable from the cut, auto-destroy and regrow
Cable Physics - particle-based solver with world collision, rigid endpoints, drift, and wind
Rope Climbing - input-driven climb with gravity sliding, friction, stamina
Vehicle Towing - physics-coupled cable with stiffness, damping, break force, tension events
Zipline - rideable cable, zero setup
Pull / Tractor Beam - mass-compensated force, auto-retract, arrival detection
Runtime Pinning - pin cables to the world or actors with socket support
Wrapping Cable - section-based simulation with dynamic wrap anchors around geometry
Tether Component - visible rope to any target with leash physics and slide along cable
Cable Interaction - proximity or aim detection, grab, drag, pin, unpin, cut, extend, retract
Tendrils - spawn tendril-like clusters of cables between actors
Cable Webs - auto-connect cables between endpoint markers with cascading defaults
Niagara Integration - custom Data Interface exposing particle positions and cable length to VFX
Multi-tier LOD - distance-based quality scaling for scenes with many cables
Blueprint-First
Every class is fully exposed to Blueprints. Components ship with event dispatchers for all gameplay moments (OnGrabbed, OnCut, OnPinned, OnReachedTop, OnTensionChanged, etc).
Performance
Multi-tier LOD (Full / Medium / Low / Sleeping) with global budget caps
Parallel solver across CPU cores
Sweep-based particle collision with adaptive trace priority
Swing, Pull, and Climb components are zero-cost when idle
Overlap capsules for spatial queries without per-frame traces
Required Plugins
Niagara (unreal engine built-in)