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Cable Component Plugin for UE4

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  • replied
    [MENTION=364168]Orion_78[/MENTION]
    You could also attach the "free" end to an invisible small actor with physics and have that actor constrained to another one (the one that holds the start of the cable). So, this end actor would be able to swing around, with a distance limit approximate to your cable length and it would appear to be the cable doing the swing. I've made balloons this way. They were attached to an actor that was attached to the character's hands by physics constraints and the cables were just a cool visual effect that followed the balloons and that actor. When I wanted to release the balloons, I just detached that actor from the characters hands and the balloon physics would pull everything up. As that actor would hang from the balloon, the cable seemed to have a free end.

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  • replied
    You will need to change the C++ source to support a 'free end' on the cable. It should be quite a simple change if someone wanted to make it and submit a pull request. You'd probably want to expose a pair of bools to indicate which ends to fix, and then check them inside UCableComponent::TickComponent before setting the StartParticle and EndParticle positions. You'd also need to change the logic in UCableComponent::OnRegister to set the bFree flag appropriately.

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  • replied
    Originally posted by Orion_78 View Post
    The component looks great, BUT, do you know any way to have a free end point ?

    Or, I am quite new with Unreal, how can I edit the cable component itself ? Because I have project using blueprints...

    Thanks
    Ok, I want to modify the component but I cannot modify the Unreal editor itself... song impossible then

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  • replied
    The component looks great, BUT, do you know any way to have a free end point ?

    Or, I am quite new with Unreal, how can I edit the cable component itself ? Because I have project using blueprints...

    Thanks
    Last edited by Orion_78; 04-18-2016, 08:26 AM.

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  • replied
    Np!

    characters

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  • replied
    Everything works perfectly now. Thanks for the help and for the BP!

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  • replied
    Originally posted by wilberolive View Post
    That's a great contribution. I haven't used these before but I'm wondering if the cable can be affected by wind. For example if you used these for power lines, could they sway in the wind by placing a wind direction actor in the scene or would it be more complex than that?
    Currently no - I'd really like that functionality too, the best case scenario being a perfect emulation of the ropes in the Source engine (HL2). Someone would need to implement it in code on CableComponent - currently not my scene.

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  • replied
    That's correct. Unreal sometimes chokes on custom structs for weird reasons. Save the struct (even though you haven't done anything with it) and correct those graphs so that they look like this:


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  • replied
    Yes. Its called ImpromptuCableSection

    It includes EndLocation and Slack vars.

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  • replied
    Do you have a struct named CableSection in the same folder as the actor?

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  • replied
    Looks like whatever struct gets broke down below the Add Cable Component node in the ConstructionScript is the issue. There is a Break node for <unknown struct>

    Also looks like there are 2 in the Get Longest Section function. Large image to show you:

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  • replied
    Not sure. Created on 4.10, haven't tried anywhere else. Try revoking/resaving everything.

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  • replied
    Is this only for 4.10 and up? I am on 4.9.2 and get an error when opening the BP:

    Cable Sections member variable have invalid type.

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  • replied
    @JoeWintergreen - awesome work, that looks like it will make the CableComponent much more friendly to use.

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  • replied
    That's a great contribution. I haven't used these before but I'm wondering if the cable can be affected by wind. For example if you used these for power lines, could they sway in the wind by placing a wind direction actor in the scene or would it be more complex than that?

    Leave a comment:

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