Thanks, this works well. I just have an issue with attaching small objects.
I set up a test object containing a static cube with a small movable cube attached via a VDRope. The small cube will always hang a bit lower than the end of the rope. Is there a way around that?
I tried countering this by offsetting the attachment with the location variable in the AttachToComponent node. This works with larger objects, but not with my small cube.
Cheers, Lena
Try setting this component property to true: SnapToSimulatingAttachment
Let me know if that helps
https://media.giphy.com/media/Resxt4âŚIKLj/giphy.gif
hi, im currently trying to simulate a falling tree over a powerline, where this is my first test.
How can i avoid the bouncing? i have own physc material on the cube that has turned of bounciness of the object. It reacts correctly with the ground, but not the cable.
Turning down the stretch and bend resistance of the VDRope does decrease it, but at some point it either goes through the cable or i cant controll the length of the cable anymore
Hi, I saw your email as well. Would you prefer that I reply here or the email?
It did, thanks
Thanks!
I think a reply here would be fair to the rest of the developers as they may stumble on a similar problem
I have managed to get an okay rope reaction result, but this is with skyhigh values on the cables. I am not sure if this is the best way to achieve an result, but at this point i cant controll the length anymore, but the length seems fine for some suprising reason calculated with the distance its accualty pulled!
The mass had to be around 2700 kgs for it to have a ânaturalâ reaction, but the bouncing still happends, the powerline (VDRope) is still slingshoting objects that fall over it backwards, so i have to turn off simulate for it to have an ârealâ effect and look like its laying on the cables.
I hope your answer brings me to an solution Thanks!
Hi, the plugin looks really good but I need to ask a question before I buy it.
As you may know, UE4âs experiemental cable component doesnât let you attach segments to the components/actors. I need to make a climbing rope which will look like FarCry 5 or Death Stranding. In these games, playerâs hands attach to the ropeâs segments. So heres the question. Can I attach players hand to the ropeâs segments runtime with using blueprints?
Hereâs a video that shows my goal.
Hi and happy new year!
Any update on Android/Oculus Quest compatibility?
First off, apologize for such a delayed response. Has been a busy few months.
The collision going through the cable is a side-effect of the current collision resolver which distributes the collision forces between the two objects. This does ends up looking/behaving wrong in some scenarios and requires tweaking properties to some strange values for a decent result, as you found out. With the current implementation, there isnât much to be done which is why Iâm implementing a better version of the collision solver to address these issues. No eta on it just yet.
Should be very doable. The API allows for creating and destroying attachments at runtime, I recommend attaching the particles to the hands and then having the body follow the rope as if it is a spline (can use the particle locations to generate a spline as you climb). You will likely want to toggle collision with the character during climbing to avoid extra collisions when not desired.
Happy New Year to you as well
Not yet, but someone has offered to test on their Quest which would be fantastic. Iâll be reaching out to them soon.
This sounds wonderfull, cant wait for it! Please do notify the update!
Another note:
It would be fantastic to be able to find particles based on a index number 0-100 etc, if you have 100 segments. Using the index on for each loop just returns a random segment reference and not example the middle one if you pick if = 50 of 100
And being able to fetch most of the variables, like component ref etc
@
Btw, im trying to package the game with the cables, but im missing around 70% of the cables in the packaged version, do you know the reason for this? ive made a 3km run with âpowerlinesâ where ive copied and pasted from the first one ive created, the whole way from start to end of the powerline line.
@
Hi, itâs possible to set or change Tension Force and Tension Damping in VDDynamic Rope Component?
Why is a packaged version missing the cables?
Currently when packaging for windows 64, the exe is missing a large amount of the physics cable, but those that accualty is not gone, is flickering or is not acting accordingly to the physics we see inn editor
Thatâs actually exactly how itâs setup, you should just be able to get the Particles array and call a Get on it with an index. And 0 index is one end, segment count is the other.
As for grabbing the component ref, are you referring to grabbing the attached to component from a particle?
Ah, this is an annoying issue with how UE4 applies project settings. All you need to do is go into Project Settings -> VICO Dynamics and press Set as default in the top right. Try packaging and it should apply everything properly in the cooked build.
Yes, if through C++ call GetStretchConstraintsArray() and loop through them calling SetStiffness() on each. Do the same with GetBendConstraintsArray() if desired. In Blueprint, simply get the two constraint arrays directly and loop through each.
I will add a helper function for this!
Has this come out?