To properly see a Cable actor, you will need to either attach the end to another actor or set the End Location. When you first drag it into the level the end location is the same as the start location, so the cable isn’t rendered.
A value of 1 is enough to have the cable start rendering.
Yeah, there was a lot of base code changes from 4.5 to 4.6. We’ve seen a few issues because of it. I suspect you could fix the issue by creating a new 4.7.2 project and then migrating your assets over. That’s if fixing the issue is worth the hassle to you. I mean, they are only invisible initially right? Once you get them placed they’re fine?
As for the ‘jumping/crazyness’ of the cable when play first starts. I tested this in-house and reproduced the behavior. I had another tech here do the same but their cable actor didn’t have the error. The only difference in our machines is I have a Radeon card and he has an Nvidia. So my first thought was that you may have a Radeon card as well, but that’s not the case.
I’ll keep looking into this one and update back here when I have something.
Oh ok! Thanks! yeah, for now simulating will make the cables show up and I can edit and update them and such.
For the behavior at first, seems to happen most when I drag a new cable actor from the modes>all classes window. If I drag copy it, it wont act like some kind of stretch bow cable. Although I haven’t seen some kind of pattern with the force of the cable.
I don’t have a workaround for the ‘bowstring effect’ in 4.7.2 but the issue is now fixed for me in our latest internal build. You should see this fixed in a future update.
If you need a cable actor in your project before then, you have a couple of options.
Create your own skeletal mesh in a modeling program and the physics asset will be created on import into the editor.
Take a look at the rope bridge and chains in the Particle Effects demo project shown here. You can download it from the Learn tab in the Launcher. If you dissect how they work, you will see that it is a material that drives the ‘physics sway’ and not actual physics. This is game developer trickery at it’s finest to help increase performance.