İçeriğe atla
Dynamic Rope ilanı için 1. medya

Açıklama

DynamicRope — GPU-based XPBD rope simulation & bone wrapping plugin

A throwable rope that flies, collides, and physically wraps around a skeletal character's bones — then holds, pulls, or releases it. Runs on a GPU XPBD solver (RDG compute) with a full CPU fallback.

Links

Documentation : https://teamkeno.github.io/DynamicRopeDocs/

Youtube : https://www.youtube.com/watch?v=iRLpnem_LfQ

Key Features

- Real-time GPU XPBD rope simulation — solve, collision detection and tube meshing all run on the GPU, with a CPU fallback path included

- Bone-level wrapping — the rope latches onto a skeletal mesh bone and keeps following it through animation

- Cross-actor wrap — a rope owned by one actor can wrap and follow a bone on a different actor

- Ragdoll support — a wrapped ragdoll is held by an engine physics constraint, solved by Chaos together with the joints

- Tension-based pull — tether constraint plus an active pull that drags the target, or pulls the wielder in when the target is too heavy

- Reel-in, distance-based release

- Two collision backends behind one interface — analytic per-bone capsules, or baked per-bone SDF volumes (SDF authoring tool included)

- Non-skeletal wrap targets — wraps around simple collision props (box, sphere, capsule, convex) — plus world distance field collision

- Throw presentation — whip-swing guide curve and an anim notify for throw timing

- Enhanced Input wielder component (throw / pull / release), ready to drop on a character

- Preset assets for one-click parameter tuning

- Built-in profiling — "stat DynamicRope" dashboard and a Gameplay Debugger category

- Sleep, distance LOD and culling for running many ropes at once

- Blueprint-exposed API and events throughout

Use Cases

- Grappling hook and traversal

- Snare / trap gameplay that entangles characters and ragdolls

- Lasso, whip, tow cable, vine, tentacle

- Cables, chains and wires wrapping physically around props

Requirements / Compatibility

- Unreal Engine: 5.5-5.8

- Platform: [Win64]

- Project type: [C++]

Required Engine Plugins: EnhancedInput (Enhanced Input — built-in engine plugin, free)

Included

- Runtime / Editor modules with full C++ source

- Compute shaders (.usf) included

- SDF authoring editor tool

- Demo map, stress-test map and sample preset assets

Limitations / Notes

- No network replication — designed for single-player / locally simulated use

- The GPU path needs a renderable RHI. Dedicated servers, -nullrhi runs, and ropes whose tube exceeds 512 rings fall back to the slower CPU solver automatically

- Many simultaneous ropes at high node counts will cost frame time; use the included sleep / LOD / culling settings

- Per-bone SDF collision requires baking an SDF asset for each skeletal mesh

- Content assets are saved with UE 5.7 and will not fully support earlier engine versions.

This product was independently developed by me(us) while participating in the Epic Project, a developer-support program of the KRAFTON JUNGLE GameTech Lab. All rights, title, and interest in and to the product are exclusively vested in me(us). Krafton, Inc. was not involved in its development and distribution and disclaims all representations and warranties, express or implied, and assumes no responsibility or liability for any consequences arising from the use of this product.

İçerdiği biçimler