VICODynamics: a particle based Soft-Body physics Plugin

Heya! Any reason why some of the features would be broken out of the box in the example project?

The sample project is downloaded from the UE4 marketplace and the plugin is enabled.
https://streamable.com/7fl8px

also is there a discord or something like it for support ? Or written documentation?

EDIT:
Actually scratch this. The reason it must’ve stopped working was because I saved the sample project when the plugin wasn’t active.
And even after activiation it was then broken. So I deleted the sample project, re-unzipped it and opened it, immediately activated the plugin and restarted.
Now it works fine.

Heya, Thanks for all the work you have done, the plugin is great but I am having an issue:

I have a Character who attaches to a rope and then detaches- they jump at the rope, grab it and then jump off. The attachment and detachment works fine, but the rope seems to get stuck.

In order to do this I add some collision spheres to the rope so that the character can detect it. And then when they overlap my character i can send the event ATTACH and then at an arbitrary point the player can send the DETACH event. However, the rope stays stuck like in fig 2 even when the character has left the rope fig 3

Any ideas?

Thanks for all your work and the time, hope the game is going well x

https://github.com/pafuhana1213/Kawa…r/README_en.md Сan you improve under the curls of hair? The link is a good piece of physics under the strands.

Huh, it looks like it’s staying fixed in space on detach… which version of the engine are you on? Are you using the Marketplace plugin or the GitHub version?

Are you looking to use both plugins to get better hair? If so, that would be very cool. But VICODynamics does not yet support skinning simulated meshes. When it does, it would certainly be doable.

Ok, cool. Have I setup github repo access for you already?

Hi, I want to do a debug build, but when packaging for Win64 it gives me following error:

WARNING: Skip copying file I:\UnrealEngine\UE_4.25\Engine\Plugins\Marketplace\VICODynamicsPlugin\Source\VICODynamicsPlugin\VICODynamics\Lib\Win64\Checked\VICODynamics_Checked.dll because it doesn’t exist.

File VICODynamics_Checked.dll is missing.

Please help, thanks!

[quote=“, post:#Post:0x0000559741c87278, topic:38152”]

Upgrading ropes to springs using an editable spline in the game
https://www.google.com/url?sa=i

https://4gusti.ru/wa-data/public/shop/products/32/91/49132/images/116405/116405.970.jpg

Hello! Would the rope tension work with the player character or would I have to setup my own physics constraints in the end anyways?
Also awesome work btw, this is really great stuff!

Thanks for the reply and sorry for the delay in replying.

Yeah that is what it seems like it is doing. I am on engine 4.25.3 and am using the marketplace version.

Hope that helps :slight_smile:

hi guys, I know this is a soft-body plugin and it’s working great, but is there any way to (almost) completely disable the stretching of the rope? I’m having issues simulating hanging a heavy object on a chain using VD, they’re unstable and too elastic for a chain/strong rope. Thank you.

Ah, I must have missed the *_Checked binaries in the latest build. Do you require a packaged debug build? If so, I can try to get you these binaries via email so that you don’t have to wait until the next update.

If your player character simulates physics, yes (either ragdoll or capsule). Otherwise you will need to rig something up. Let me know if it’s the latter and we’ll set something up :slight_smile:

I’ll try to replicate it on my end this week, if I can, I’ll get an update out asap. Thank you for reporting it!

Short answer is, not yet. I have a feature coming soon which will allow for more chain-like behaviour, but I do not have a solid ETA just yet.

Heya! Thanks for answering. Been doing a bunch of tests. So generally elastic rope isn’t the best for swinging mechanics which was my main intention. However I don’t really see any issues with using it for climbing a rope though. I’m using a hybrid approach right now and your rope tech is still awesome.

hello Dear author,
spline rope cannot be used normally,
When I created him in the blueprint class, he could not display the pipeline.

I’ve encountered this weird issue @.

I’m doing a Rebuild Rope Attached. Where I attach the Start to Mesh Projectile and the End I attach to a character socket.
For some reason the end attachment doesn’t follow when the character moves around.

If I the Start and End however, it works fine. Is there a reason why both End and Start wouldn’t be properly attached (it shouldn’t matter which one is the start and end, both should be attached properly)

Any ideas?

Thanks, it’s fine I will wait.

https://docs.nvidia.com/gameworks/co…Ue4_Ropes.html

This looks very similar to what you’re doing .

I also have another question, is there anything I can do when I attach the end of a rope to an actor mesh socket, and then move that actor quickly I end up getting this result:

Since the rope is taut, maybe I should loop through and remove all uncessary particles? I did try it however, but ended up crashing. I’ll do some more testing though I just wanna check so I’m not missing some obvious functionality.