Quick Start

RAC Quick Start

Step-by-step setups for every RAC feature.

01 Hanging Cable
  1. Place two 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 a cable between them. Or add the other actor to ManualConnectionActors for an explicit connection.
02 Cable Web
  1. Place several actors with Cable Point Components
  2. Make sure bAutoConnectNearby is on (default) and they share the same CableChannel
  3. Adjust AutoConnectRadius and MaxAutoConnections as needed
  4. Hit Play. Cables auto-generate between nearby points. Set one point as bIsCableParent to flow its Cable Defaults to the entire network.
03 Player Tether
  1. Add a Tether Component to your player character
  2. Place Cable actors, Wrapping Cable actors, or 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
04 Runtime Pinning
  1. On your 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, returns the index
  4. Pins act as pulleys: rope slides through them, tension equalizes across sections
05 Zipline
  1. Place a Zipline Cable in your level (a Cable Actor with ride physics pre-enabled)
  2. In your player Blueprint, call StartRiding(Character) on the Zipline Cable
  3. The player rides along the cable with auto-direction and gravity influence
06 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() 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
07 Wrapping Cable
  1. Place a Wrapping Cable actor in your level
  2. Set AttachStartTo and AttachEndTo to two actors (or use offsets for positions)
  3. Assign a CableMesh and CableMaterial under Appearance
  4. Hit Play. The cable sags between endpoints and automatically wraps around any geometry it touches
  5. To let the player grab it, add a Cable Interaction Component and call GrabCable()
08 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
09 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
  4. Returns the spawned Cable Actor - store the reference for later manipulation
10 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
11 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)
12 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