How to implement rope mechanic that respect meshes in level
I'm working on a game where player can shoot rope to connect two things in level (firing once connects one end of rope and firing second time connects second end of rope). That can be AI to exploding barrels (rope tension will make barrel fly towards AI and explode on contact) or AI to a rotating drill (AI gets pulled into the drill and gets smashed) and other fun mechanics revolving around rope. But I want the rope to respect meshes in level. For example if player shoot rope on a static wall and starts walking it has to wrap around objects in middle. Rope's length can be infinite so player can walk around as much as he want and rope will not restrict him.
Unreal's rope just goes through any mesh that is in between. I started trying to do this through and the result is as shown.
Also problem with using spline is they don't respect gravity. How can I create rope that I want? What is the direction that I should be looking at?
asked Jan 28 '17 at 08:46 PM in Using UE4
EDIT: FYI post for future visitors - didn't realise age of question.
The cable component does have an "Enable Collision" option, but it's not perfect.
As you're moving the rope manually, it will likely get stuck and tangled on objects, rather than being stopped by them.
It was enough of a solution in my case to continuously check the distance between each point on the cable component, and if the distance was extreme, the rope was likely caught on something and being stretched, it would then detach and ragdoll - an action similar to being "snagged".
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