VICODynamics: a particle based Soft-Body physics Plugin

Aha, yes the AttachToRigids does not use a filter so it can grab volumes unintentionally. I’ll make a note to get that addressed.

Right, 90% of the prerequisite collision event logic is already in. The biggest bit is getting it hooked up and tested, but specifically tested with the multithreaded build of VICODynamics where thread issues may arise.

Yes, locking/constraining to a 2D plane is supported. Again, this is a feature that was added after the 4.13 build.
You can reduce rope stretching in a couple ways: increasing the Simulation Iterations in Project Settings -> VICO Dynamics (this will impact performance based on how many VD* components are in the scene) and you can increase the Constraint Iterations count there along with the Min Constraint Distance property in the VD* Components, it’s in a drop down Advanced section (this may also impact performance, but not too much).
Do note though: The ropes will never be fully rigid, the underlying algorithm is ‘soft’ hence it being a soft-body physics system.

Right, I remember! That fix also falls after the 4.13 builds.

To get the latest version now, you’d have to upgrade to 4.17, at least 4.16, and use the plugin from my GitHub repo. Specifically the Feature-Update-2 branch. The update will be released to the marketplace very soon, just the showcase demo project and tutorials are to be finished.

I realize it is a pain to have to update to use the latest features, but because UE4 has been changing its API quite a lot lately I’ve had to update the plugin along with it. And being a one-person project, maintaining support for previous engine versions while backporting new features is not realistic.