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Runtime Advanced Cables ilanı için 1. medya
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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

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