01
Cable
- Drag a
RAC Cableactor from the Content Browser into your level - On the cable's
VerletCablecomponent, setAttachStartToandAttachEndToto two actors in the scene (or leave one empty and useAttachEndOffsetas an actor-local position) - Hit Play. The cable simulates between the endpoints with gravity, world collision, and rigid-body coupling
- Tune
CableLengthfor slack andNumSegmentsfor resolution, or leave both at default
02
Wrapping Cable
- Drag a
RAC Wrapping Cableactor into your level - Set
AttachStartToandAttachEndToto two actors (or use offsets for fixed world points) - Assign a
CableMeshandCableMaterialunderAppearance - Hit Play. The cable sags between the endpoints and automatically wraps around any geometry it touches
03
Zipline
- Drag a
RAC Zipline Cableactor into your level (aRAC Cablewith ride physics pre-enabled) - Set
AttachStartToandAttachEndToto two actors that bracket the run - From your player Blueprint, call
StartRiding(Character)on the Zipline Cable - The player rides along the cable with auto-direction and gravity influence
04
Spline Cable
- Drag a
RAC Splineactor into your level (aRAC Cableshaped by a spline) - Edit the path in the viewport - the actor's
PathSplineuses the standard UE spline gizmo (Alt+drag a handle to add a point, drag handles to reshape) - Hit Play. Particles seed along the spline arc and the rope hugs your authored shape
- Enable
bPinAllSplinePointsfor powerline / festoon-light hangs, or list specific indices inPinnedSplinePointIndices
05
Cable Networks
- Place two or more actors in your level (any actor works)
- Add a
Cable Point Componentto each actor - Hit Play. Nearby Cable Points auto-detect each other and spawn cables between them
- Tune
AutoConnectRadiusandMaxAutoConnections, or useManualConnectionActorsfor explicit pairs. Cable Points must share the sameCableChannelto connect - Set one Cable Point as
bIsCableParentto flow its Cable Defaults (mesh, material, settings) to the entire network
06
Player Tether
- Add a
Tether Componentto your player character - Place
RAC Cable,RAC Wrapping Cable, orRAC Tether Pointactors in your level - Call
TetherToCable(Cable),TetherToWrappingCable(Cable),TetherToActor(Actor), orTetherToPoint(WorldPos)to connect - A visual link cable appears between the player and the target
- Customize the link cable look with
LinkCableMesh,LinkCableMaterial, attach meshes, etc. - Call
Detach()to disconnect
07
Runtime Pinning
- On your
RAC Cableactor, find theVerletCablechild component and setbAllowPinning= true - Add a
Cable Interaction Componentto your player character (setDetectionModeto Proximity or Aim) - Call
PinNearestCable()- finds the nearest cable, pins the closest particle to a fixed world location, returns the particle index - Or call
PinNearestCableToActor(Actor, Socket, Offset)to pin to a moving actor instead. CallUnpinNearestCable()to release
08
Rope Swing
- Add a
Swing Componentto your player character - Call
StartSwinging(PlayerCharacter)- it fires an aim trace from the camera and spawns a grapple rope to the hit point - Use
AddPumpInput(Value)each tick from input to pump the swing. CallStopSwinging()to release with a launch - Or use
StartSwingingAtPoint(Character, PivotPoint)to swing from an explicit world position
09
Sweep Cut
- Add a
Cable Interaction Componentto your character - Set
bAllowCutting = trueon each cable's Verlet component - On attack start, call
StartSweepCut(). On attack end, callStopSweepCut() - Cables that enter the sweep radius while the player moves are sliced automatically
- Tune
SweepCutRadiusfor blade width andMaxSweepCutsPerFrameto limit frame spikes in dense clusters
10
Spawn at Runtime
- Call
SpawnCableBetween(StartActor, EndActor)from theTether Utilslibrary CableLength0 = auto-calculate with 20% slack.NumSegments0 = auto from distance- Pass
nullforEndActorand useEndOffsetas an absolute world position for a fixed end - Returns the spawned
RAC Cableactor - store the reference for later manipulation
11
Vehicle Towing
- Add a
Tow Componentto the vehicle that tows (truck, crane, etc.) - Add a
Tow Target Componentto anything towable. SetAttachSocketfor a precise hitch point - Call
AttachTowToNearest()orAttachTow(TargetActor)to connect. A physics cable spawns between them - Tune
TowStiffness,TowDamping, andBreakForceunder Tow Physics - Or call
AttachTowToNearestActorWithSocket(Radius, SocketName)to hook onto any mesh in the world that has a named socket
12
Pull Physics Objects
- Add a
Pull Componentto your player character - Call
PullObject(PlayerCharacter)- aim trace from camera, attaches rope to first physics object hit - The target is pulled toward the player automatically.
OnPullCompletefires when it arrives - Set
PullMaxMassto filter heavy objects.OnPullFailedfires with reason (NoHit, NotSimulating, TooHeavy)
13
Rope Climbing
- Add a
Climb Componentto your player character - On the cable, set
bClimbable = true - Call
StartClimbing(PlayerCharacter)- aim trace grabs the nearest climbable cable - Feed input with
AddClimbInput(Value)each tick. Positive = up, negative = down. CallStopClimbing()to release with a launch