
Descrição
Grapple. Wrap. Cut. Swing. Pin. Zipline. Climb. Grow. Retract. Break. Tow & more!
Spawn via Blueprints or place directly in the level, all simulated in real time.
OVERVIEW VIDEO | DEMO PLAY-THROUGH VIDEO | DEMO LEVEL DOWNLOAD | FULL DOCUMENTATION
Features
Cable Cutting - cut at any point, with auto-destroy and regrow features
Cable Physics - particle-based solver with world collision, rigid endpoints, drift, and wind
Wrapping Cable - section-based simulation with dynamic wrap anchors around geometry
Chain Mode - render cables as fixed-size chain links that feed in and out during extend/retract
Mesh-Based Visuals - real deformable static-mesh geometry, swap in your own tube/chain/hose/cables
Cable Break - real time breaking/snapping based on tension thresholds and physical force
Multi-tier LOD - (Full / Medium / Low / Sleeping) with global budget caps
Rope Climbing - input-driven climb with gravity sliding, friction, stamina
Vehicle Towing - physics-coupled cable with stiffness, damping, break force, tension events
Custom Gravity - custom gravity directions, runtime modifiable
Spline Cable - additional cable type shaped by a spline component
Grapple Swing - aim to attach, pendulum physics, pump-swing, launch on release
Zipline - rideable cable, configurable and BP controlled
Pulley - mechanical pulley components allowing cable to slide through with optional friction
Trace Collision - cables respond to line traces, sphere/box/capsule sweeps, multi-traces
Runtime Pinning - pin cables to the world or actors with socket support
Tether Component - visible rope to any target with leash physics and slide along cable
Length Leash - optional hard-clamp keeps endpoint actors inside the cable's max length
Cable Interaction - proximity or aim detection, grab, drag, pin, unpin, cut, extend, retract
Tendrils - spawn tendril clusters of cables crawling and wrapping on surfaces
Cable Webs - auto connect cables between endpoint markers with cascading defaults
Placement editor mode - Place/Wrap tools to draw cables directly in the level editor
Niagara Integration - custom Data Interface exposing particle positions and cable length to VFX
Rigid Endpoints - stiff particles at start/end for rigid connectors
Pull - mass compensated force, auto-retract, arrival detection
Blueprint-First
Built for Blueprint users, no C++ required!
All classes, properties, functions, and event dispatchers are fully BP-exposed
Performance
Multi-tier LOD (Full / Medium / Low / Sleeping) with global budget caps
Parallel solver across CPU cores
Sweep-based particle collision with adaptive trace priority
Overlap capsules for spatial queries without per-frame traces
Dozens to hundreds of cables possible with the right LOD settings!
Comprehensive Documentation
Fully commented config tooltips and BP nodes throughout all of RAC
High quality in-depth HTML documentation
Visual BP nodes used throughout the docs
Built-in translations English / 日本語 / Français / 中文
Required Plugins
Niagara (Unreal Engine built-in)
Replication/Multiplayer
Not officially supported










