Hi,
Im trying to rig a complex-ish patient lift / hoist system for a VR project and Im having issues with one end of a cable drifting from the attachment point when its being affected by physics simulations.
So, there is the lift (moves along a ceiling rail), a belt attached to the lift via “attach component to component” node with a harness attached at the bottom via a physics constraint. This part works okay for the most part. The issue is with the remote (blue) which is attached to the harness, the remote has a cable attached via the same “attach component to component” node on one end, and a physics constraint on the other - connecting it to the lift (red cable). The problem is when the harness swings from the belt, the motion is passed onto the remote and cable, and the physics constraint end of the cable doesnt react quickly enough and visually drifts from the attach point.
I have tried lots of different “fixes” with chatGPT help, but all of them introduced other issues. I tried things like manually controlling the top bone via an anim blueprint instead of the constraint, but same drift occurs.
Is it even possible to make this look right with simulated physics on the cable mesh, and be interactable in VR or is this just an engine limitation?
Any help or tips would be greatly appreciated as I’ve exhausted all of my ideas
Thanks
