Quick Start

RAC Quick Start

Step-by-step setups for every RAC feature.

01 Cable
  1. Drag a RAC Cable actor from the Content Browser into your level
  2. On the cable's VerletCable component, set AttachStartTo and AttachEndTo to two actors in the scene (or leave one empty and use AttachEndOffset as an actor-local position)
  3. Hit Play. The cable simulates between the endpoints with gravity, world collision, and rigid-body coupling
  4. Tune CableLength for slack and NumSegments for resolution, or leave both at default
02 Wrapping Cable
  1. Drag a RAC Wrapping Cable actor into your level
  2. Set AttachStartTo and AttachEndTo to two actors (or use offsets for fixed world points)
  3. Assign a CableMesh and CableMaterial under Appearance
  4. Hit Play. The cable sags between the endpoints and automatically wraps around any geometry it touches
03 Zipline
  1. Drag a RAC Zipline Cable actor into your level (a RAC Cable with ride physics pre-enabled)
  2. Set AttachStartTo and AttachEndTo to two actors that bracket the run
  3. From your player Blueprint, call StartRiding(Character) on the Zipline Cable
  4. The player rides along the cable with auto-direction and gravity influence
04 Spline Cable
  1. Drag a RAC Spline actor into your level (a RAC Cable shaped by a spline)
  2. Edit the path in the viewport - the actor's PathSpline uses the standard UE spline gizmo (Alt+drag a handle to add a point, drag handles to reshape)
  3. Hit Play. Particles seed along the spline arc and the rope hugs your authored shape
  4. Enable bPinAllSplinePoints for powerline / festoon-light hangs, or list specific indices in PinnedSplinePointIndices
05 Cable Networks
  1. Place two or more actors in your level (any actor works)
  2. Add a Cable Point Component to each actor
  3. Hit Play. Nearby Cable Points auto-detect each other and spawn cables between them
  4. Tune AutoConnectRadius and MaxAutoConnections, or use ManualConnectionActors for explicit pairs. Cable Points must share the same CableChannel to connect
  5. Set one Cable Point as bIsCableParent to flow its Cable Defaults (mesh, material, settings) to the entire network
06 Player Tether
  1. Add a Tether Component to your player character
  2. Place RAC Cable, RAC Wrapping Cable, or RAC Tether Point actors in your level
  3. Call TetherToCable(Cable), TetherToWrappingCable(Cable), TetherToActor(Actor), or TetherToPoint(WorldPos) to connect
  4. A visual link cable appears between the player and the target
  5. Customize the link cable look with LinkCableMesh, LinkCableMaterial, attach meshes, etc.
  6. Call Detach() to disconnect
07 Runtime Pinning
  1. On your RAC Cable actor, find the VerletCable child component and set bAllowPinning = true
  2. Add a Cable Interaction Component to your player character (set DetectionMode to Proximity or Aim)
  3. Call PinNearestCable() - finds the nearest cable, pins the closest particle to a fixed world location, returns the particle index
  4. Or call PinNearestCableToActor(Actor, Socket, Offset) to pin to a moving actor instead. Call UnpinNearestCable() to release
08 Rope Swing
  1. Add a Swing Component to your player character
  2. Call StartSwinging(PlayerCharacter) - it fires an aim trace from the camera and spawns a grapple rope to the hit point
  3. Use AddPumpInput(Value) each tick from input to pump the swing. Call StopSwinging() to release with a launch
  4. Or use StartSwingingAtPoint(Character, PivotPoint) to swing from an explicit world position
09 Sweep Cut
  1. Add a Cable Interaction Component to your character
  2. Set bAllowCutting = true on each cable's Verlet component
  3. On attack start, call StartSweepCut(). On attack end, call StopSweepCut()
  4. Cables that enter the sweep radius while the player moves are sliced automatically
  5. Tune SweepCutRadius for blade width and MaxSweepCutsPerFrame to limit frame spikes in dense clusters
10 Spawn at Runtime
  1. Call SpawnCableBetween(StartActor, EndActor) from the Tether Utils library
  2. CableLength 0 = auto-calculate with 20% slack. NumSegments 0 = auto from distance
  3. Pass null for EndActor and use EndOffset as an absolute world position for a fixed end
  4. Returns the spawned RAC Cable actor - store the reference for later manipulation
11 Vehicle Towing
  1. Add a Tow Component to the vehicle that tows (truck, crane, etc.)
  2. Add a Tow Target Component to anything towable. Set AttachSocket for a precise hitch point
  3. Call AttachTowToNearest() or AttachTow(TargetActor) to connect. A physics cable spawns between them
  4. Tune TowStiffness, TowDamping, and BreakForce under Tow Physics
  5. Or call AttachTowToNearestActorWithSocket(Radius, SocketName) to hook onto any mesh in the world that has a named socket
12 Pull Physics Objects
  1. Add a Pull Component to your player character
  2. Call PullObject(PlayerCharacter) - aim trace from camera, attaches rope to first physics object hit
  3. The target is pulled toward the player automatically. OnPullComplete fires when it arrives
  4. Set PullMaxMass to filter heavy objects. OnPullFailed fires with reason (NoHit, NotSimulating, TooHeavy)
13 Rope Climbing
  1. Add a Climb Component to your player character
  2. On the cable, set bClimbable = true
  3. Call StartClimbing(PlayerCharacter) - aim trace grabs the nearest climbable cable
  4. Feed input with AddClimbInput(Value) each tick. Positive = up, negative = down. Call StopClimbing() to release with a launch