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Cuttable Spline System with Physics - In engine solution - Rope Cable Pipe

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    [WIP] Cuttable Spline System with Physics - In engine solution - Rope Cable Pipe

    Starting today, I will be posting news here regarding:
    https://www.unrealengine.com/marketp...ope-cable-pipe

    My intention is to further support and develop the blueprint system so that it can provide greater value to its userbase, myself included; I am using it for my own Oculus VR project named "Ardent Trials".

    First announcement:
    New models coming soon. Their development was put on hold, but work has now recommenced. Please see the attached images for previews.
    Also, I am currently updating the product to the latest engine version.

    For more information on my studio, please see:
    https://www.precisiongaming.co.uk/

    #2
    Update 2 is almost complete. Here is a preview of some of the assets coming to the Cuttable Spline System.

    Once finished, I will be moving on to a performance update. I have been contemplating making a C++ plugin version of the rope solution. For performance and simplicity, I would not include all functionality.

    Core functionality to be incorporated:
    Dynamic physics,
    Cutting,
    Custom mesh support.

    More details to come.

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      #3
      Another asset to be included with the Cuttable Spline System. Will be added to the asset pack in the next update.

      Comment


        #4
        Work continues on the update. I have completed another mesh. The preview is attached.

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          #5
          Two more assets have been finished. The update is nearing completion.

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            #6
            The update is available now. Meshes are incorparated into the product, ready for download.

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              #7
              New product coming soon. It is a C++ Plugin for Rope/Cable Simulations and Cutting. See:

              https://www.youtube.com/watch?v=dagu...ature=youtu.be



              Features:

              -As a component, it can be incorporated into other actors such as character blueprints.

              -Multiple instances can be added to the same actor.

              -C++ performs better than the blueprint implementations (though it is still intensive due to number of collision objects).

              -Easy to work with (useful options are exposed to blueprints, the rest is hidden in C++).

              -Attach to static meshes and skeletal meshes - even use to link two together.

              -Sound and Emitter effects on cut.




              The aim is to make the current product (this blueprint version) "Cuttable Spline System with Physics" an asset library for the new the C++ plugin. Whilst encouraging users to move over to the superior C++ plugin for the actual rope simulation and cutting.

              Of course anyone who wishes to continue using the current blueprint version can do so.

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