Simple ropes using physics bodies/constraints
- Exposure: public
- UE Version: 4.10
Simple physics ropes I threw together in like an hour. Specify number of joints/drag end point around to set rope length. No guarantees as to whether this is actually practical for anything.
It creates a number (NumJoints) of physics objects in a line (relative location specified by EndPoint) and constrains each to the next, then also creates cylinders along the length to kind of fake a rope model. Or, if DebugLineRope is set, it'll draw debug lines between each joint. As the joints collide with the world, the rope can be draped over stuff. There is lots of room for improvement.
Videos:
https://twitter.com/joewintergreen/status/726633457527332864
https://twitter.com/joewintergreen/status/726634794595971072
https://twitter.com/joewintergreen/status/726641843555815424
https://twitter.com/joewintergreen/status/726660584372994048
Uses the BasicShape cylinder mesh for the physics of each joint. If you don't have that for some reason, specify some other mesh in that node.
Probably follow my twitter and my blog at joewintergreen.com.