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
This looked like exactly what I needed for gameplay cables, but when I tried out the demo I immediately saw tons of visual issues, clipping, stretching and wonky physics that completely broke the cables. Is this an error in the demo build, or is this representative of the quality of the plugin itself?
There are indeed some issues with the demo that should probably be addressed, especially with the player not being a physics driven actor, that allow the character to completely break the cables while moving or picking up the physics actors.
We just noticed the demo version linked was v1.0.0, that one’s a little old now sorry! That one did have the issues you’ve described; this was due partly to cable config errors in the demo and some bugs with the RAC code.
We are continuously improving RAC using user feedback and the cables are now performing much better than our first demo, please give our latest one a try and let us know how it goes for you!
Hello, I emailed a few days ago and never got a response, so I thought id try here. I am trying to build a crane to lift vehicles that can be driven around. Think a big magnet crane in a junk yard. I’ve read through the documentation and have experimented with a few blueprint calls and settings but I can not for the life of me figure out how to make a cable lift something like a winch. The crane arm its self remains stationary and the cable its self changes length and lifts the vehicle. How would I go about setting this up? Any help would be greatly appreciated.