Just got everything tested for 4.22, update should be live next week at the latest
Huh, that is strange… What engine version are you using?
Hi, I am using 4.21.2 (I got this info from Help → About Unreal Editor… 4.21.2-4753647+++UE4+Release-4.21) from the Epic Games Launcher (not a custom build). My GPU is NVidia GTX 970 (Driver version 419.67). There are no errors in output log.
Hey mate! Any updates on the Android support update?
Please help convey the area of any collision in the material. Need a node for the material.
Just need to get the plugin itself tested on Android via UE4. Been having issues setting up the SDKs along with the 4.22 update. I will try to get those sorted soon. If you have the environment setup and are up for testing it, let me know. Would appreciate the help.
Still looking into this, but I suspect that the example project simply needs updating/redoing. I’ll let you know if that’s the case
That would be really cool! I will look into this
Thanks for the update 4.22. There is success with the implementation of the spring?
Is anyone else having issues getting a non-zero length for the ParticleArray in the VDRope Component, using UE4.22? I can’t grab specific particles and attach them where I need to because the Array is empty. I’ve set the number of segments to 40, and have moved the value around but the particle array never returns a length above 0.
Update: Turns out if the folders are named incorrectly sometimes the .dll won’t load. Fixing the folder names fixed it.
This was reported by one other dev, I’m looking into it now
It’s coming along, I hope to have it in the next feature update
Hi! I am trying to spawn and attach a rope during runtime, which generally works well using the rebuild rope nodes. The problem is that the direction in which the cable comes out from the attached object is crucial. I am looking to spawn something like this:
Using the rebuild node I get this:
And trying to spawn the setup from the first image, this:
What can I do to achieve my goal?
I found the ‘Attach to overlapping rigid bodies’ node and it works, but only if the two meshes are directly opposed. As soon as they are not, only the start location target attaches properly (with the correct direction), the other one just dangles:
Any way to work around this?
Have you tried creating the attachment right after spawning the rope? You can do that by calling any of the Attach* nodes on the end Particle. You can grab any of the Particles via the “Particles” array in the Rope Component. The order is such that the end points are at index 0 and N-1. Let me know if that helps
I tried the following:
Unfortunately, the length of the Particles array is always output as 0. Is that a bug? I am using your example project in 4.22
I managed to access the correct number of particles by adding a small delay after rebuilding the rope, and to attach the rope.
It still dangles, though:
Regarding empty Particles array on BeginPlay, this is correct as the rope has not been Built/Rebuilt just yet. You should bind to the OnSimulationDataCreated event of the Component. This will guarantee that the data is ready to be accessed.
Regarding the dangling, try setting the rest length after the Rebuild has completed to a bit less than the distance between the start and end actors. The node is SetNewRestLength.
Actually, this is not the case. If you look at my blueprint above, you’ll see the Print String node (that logged a 0) is placed after the rope was rebuilt.
This is not a solution, as I do want the rope to dangle at the center, just not at the start and end points. After looking through the code, I realized three particles were overlapping the start point when trying to attach to overlapping rigid bodies, while only one overlapped the end point, which caused the different attach effect. I solved it by manually attaching the three last particles manually to their destination:
So I got the desired result, but it feels like kind of a workaround.