Stopping Cable Component Physics/Bouncing

Hello!

So the story is that in my level I have some cable actors for lowering a lifeboat, each end of the rope is animated, and the rope is attached to the ship ect.

What happens is that if the ship/object is moving faster than a few mph, the cables shake like crazy back and forth as though it’s trying to constantly re adjust.

Iv searched high and low and found some people with similar examples, most answers are so short I was not sure what to do, the best one I found was to make a blueprint, add a cable component, then in the component within the blueprint change the tick group from pre to post physics. No success.

Iv tried several variations of that, I also tried in blueprint to simply disable simulate since in this particular case (keeping them as sticks works for me), I do not need to have physics on any of these ropes except one that has a slight sag, but does not need to change during the level. But i was unable to figure out how to stop physics for the cable.

Does anyone have any ideas on a solution? Any help is much appreciated.

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I’m not sure I quite understand. Why do you need physics actors in the first place? If you just need rope-looking structures but they don’t need to actually move, can’t you just use static meshes?

Sorry i should have been more specific,

So the needs i have for it is that while there are no physics in action, the cable still needs to move like you see in the video, as a lifeboat mesh is lowered i manually key frame each end to move to allow control, which is why a static mesh does not work.

I did trying using a spline since i think i could make it work by just extending it (basically like a big stick that can change its length) however when i tried spline it seems to run into issues of updating in real time when i go to animate them and when the ship is moving.

Like i said i can live with any cable shown in that video not moving (like the one in the background that swings back and forth slightly when i change the angle, i dont need that effect) and have them act like sticks as it where.

Thanks for the response!