Attaching the first end needs clarification: Select the mesh on which you want to attach the first end of the cable. Then add a component in the details panel (the green plus sign) and select "cable". Leave the "Attach Start" and "Attach End" ticked. The cable will be attached to the pivot point of the selected mesh. Now choose the desired mesh under "Referenced Actor". The positions can be changed with "End Location" and the point on the first mesh.
Nice work. I want to try to make a electrical power system with power cable. Would you say this is a good way to start by attaching object to end point of cable and then have player able to move the other end?
Super COOL! Can you please do a tutorial for simulating an brick wall breaking: where the bricks come out of the wall but do not shatter...the bricks stay solid. And a second example where the bricks in the wall shatter?
Do you have any ideas why it would not be rendering from the sequencer? Its working great in the viewport but the second I render it disappears. Its also working during simulation mode.
this method only works when you play the level, If you want to have it in your renders, you need to add it to your sequencer and simulate physics inside the sequencer. it needs some work to set up
Interesting, do you know of any tutorials that walk through the process. Thanks for your response! This definitely gives me a new direction to explore.
hey, I made the video , sorry for being late , I was super busy recently, I hope it's what you were looking for 🥂 ruclips.net/video/50jjF510yvI/видео.html
Hi man thanks for tutorial, im new to unreal i need help, i want to create my own cable and use it as spline bluprint and attach objects to its points. can you please help me? thanks in advance
hey, glad you like the videos. I don't know what you want to do exactly, can't you just make your rope like explained in the video and have your spline in a separate actor and then place them at the same location?
Nice! but i have a problem with the Collision. no mather if Collision + CCD is enabled for both ground and rope, the rope will just fall through the ground as soon as i hit Play.
you should check out the type of collision they are using and make sure they are the correct one. select the asset , hit ctrl + E and in the details panel scroll down to collisions and check the settings
Nice tutorial, however it looks like the cables break when you close and then re-open the project file. Looked online and it seems to be a reoccurring issue. Any ideas on how to fix that?
great video, but I am running into a problem. I am trying to make this a simulation for a film instead of a video game. I fallowed everything you said but the sphere does not move with the string, it just stays in one place, did I do something wrong?
in the last part youtube put your logo icon on the video and there is no more visibility.... my sphere doesn't move when I touch them, only the rope. what is the matter?
Hello, thanks for your Tutorial. I'have a problem. Everthing is working fine, but after I saved the project and restart it, the cables are not connected anymore. The Reference Actor is, after saving, empty. When I connect again, the cables are at the right place, but when I save again and restart the project, the connections are gone and the cables are pointed upwards. What am I doing wrong?
is it pssible you didn't choose component cable , and click the other end and affix that, then attack cable end to your other mesh. I missed that too, hope that helps
hello . you are welcome, well I have not bumped into such a problem . my version of unreal in this video is 5.0.0 . maybe it`s a bug in your version , try it with a different one and see what happens
I do have another issue though: I have a rope with physics constraints attached to its middle, and trying to finish this setup by ticking simulate physics on bottom object where rope is attached ( step on object),buts simulate is greyed out, how do I fix this ? 5.2.1
fixed but its not what I was hoping for, don't want platform in my case not a ballasin video, to not jump away on touch by player, but to allow player to walk onto platformand haveplatform move as player interacts with rope.
How can an object that is attached to cable end stop falling. Now it falls to the ground no matter what my cable length is, i want it to stop falling mid air and stay there
you can connect it to a shorter cable and make it invisible in game so it keeps the object in the air but the cable itself cannot be seen. it's a cheeky solution but this is what I can come up with right now because I don't know exactly what you are working on .
well it's simpler than I thought . the spheres in the video also float in the air so it should work if you do everything like the video. just play with the rope settings and placement and see you can fix it. If it didn't work, send me videos and screen shots so I can look into it@@tobiasnilssenopedal6660
I might have explained poorly, but i want the man to fall from a platform and then stay in the air after falling for a bit. He would jump from the platform and the rope (cable) would stop him from falling to the ground. It is easy to make him stay in the air all the time from the start. Might have to to this in blueprint somehow insted, or am i missing something? @@UnrealART
Can you please show how you attach both ends? Cause it seems that the first end which has cursor, was pre-attached and you only used translate to point it to the center of the cylinder. Cause I do the same and the results are underwhelming. Far from what you get.
yeah I forgot to record the first part in the video , in your outliner just drag the rope on top of your static mesh so it gets parented to the object and that`s it .It will be attached to the static mesh from it`s first point and the second point can be attached to other objects as explained in the video .
Can you do a tutorial on a working chain I know how I want it to be animated I just don't know the way that I should go about doing it I want chain to behave similar to the rope If possible
I have a question that I was wondering if you wouldn't mind helping me with this it's a bug I've been having in my game when I play in the simulate there's an error and it says mobility of/game/ third person something about a persistent level not exactly sure how to fix it but if you could help I would really appreciate it
Hey, ty for the tutorial but I'm facing a problem (same as many other people I read online). My character mesh moves physic objects too much, no matter the Mass(gr) and no matter the character's push force factors. Either it's 0.1kg or 1000000kg the physic object, when my character touches it, it flies away. It's kind of insane how many people write about this problem since 2016 and still not a sold answer!
Hey, that's awesome, tyvm! I am trying to trace what's causing it. I found that the "push factor" (and all the other physics interaction settings, from the "character movement component", work only while using the capsule as a collision. If I try to use my skeletal mesh to collide with any physics object, , (for more detailed collision), then the physics objects fly with insane velocity. No matter its mass. (my characters phys asset capsule collisions are perfect). But a video on the problem will be very helpful!@@UnrealART
I forgot to cover that part, just drag your cable on your object in the outliner so it gets parented to the object and will function as your starting position.
Attaching the first end needs clarification: Select the mesh on which you want to attach the first end of the cable. Then add a component in the details panel (the green plus sign) and select "cable". Leave the "Attach Start" and "Attach End" ticked. The cable will be attached to the pivot point of the selected mesh. Now choose the desired mesh under "Referenced Actor". The positions can be changed with "End Location" and the point on the first mesh.
thanks for the explanation , very helpful 🙏
THANK YOU I've been looking everywhere for that explanation
Nice work. I want to try to make a electrical power system with power cable. Would you say this is a good way to start by attaching object to end point of cable and then have player able to move the other end?
yes I think it's possible . however, you might bump into some problems when the game is being played. try it and see what happens!
Super COOL! Can you please do a tutorial for simulating an brick wall breaking: where the bricks come out of the wall but do not shatter...the bricks stay solid. And a second example where the bricks in the wall shatter?
thanks mate, yes I am looking forward to it , I will make a couple of videos about destruction as soon as I find the time .
Thanks! This is a great tutorial.
Glad it was helpful!
Do you have any ideas why it would not be rendering from the sequencer? Its working great in the viewport but the second I render it disappears. Its also working during simulation mode.
this method only works when you play the level, If you want to have it in your renders, you need to add it to your sequencer and simulate physics inside the sequencer. it needs some work to set up
Interesting, do you know of any tutorials that walk through the process. Thanks for your response! This definitely gives me a new direction to explore.
well this was asked a lot so it's worth making a tutorial, please wait for about a week. I will cover it in a new video@@colehiggins111
Awesome I look forward to that
hey, I made the video , sorry for being late , I was super busy recently, I hope it's what you were looking for 🥂
ruclips.net/video/50jjF510yvI/видео.html
Hi man thanks for tutorial, im new to unreal i need help, i want to create my own cable and use it as spline bluprint and attach objects to its points. can you please help me? thanks in advance
hey, glad you like the videos. I don't know what you want to do exactly, can't you just make your rope like explained in the video and have your spline in a separate actor and then place them at the same location?
Nice!
but i have a problem with the Collision. no mather if Collision + CCD is enabled for both ground and rope, the rope will just fall through the ground as soon as i hit Play.
you should check out the type of collision they are using and make sure they are the correct one. select the asset , hit ctrl + E and in the details panel scroll down to collisions and check the settings
Great! Subscribed 😁
thanks mate
Nice tutorial, however it looks like the cables break when you close and then re-open the project file. Looked online and it seems to be a reoccurring issue. Any ideas on how to fix that?
it's definitely a bug . do you have the same problem in all unreal versions ?
@@UnrealART Looks like updating the project from UE5.1 to UE5.3 fixed it. Think its broken on in 5.1 (maybe 5.2 but havent tried in there)
agha damet garm
mokhlesim
How can I make a cable to look like a vine? I have a static mesh of a vine and I want it to act as if it was a cable (vine you swing with)
have you tried the method explained in the video ? if yes, what went wrong ?
So if you want to attach a light in the middle of the rope what do you do?
Haven't done it before, I have to look into it
great video, but I am running into a problem. I am trying to make this a simulation for a film instead of a video game. I fallowed everything you said but the sphere does not move with the string, it just stays in one place, did I do something wrong?
thanks. are you using sequencer ?
you'r dam great i learn a lot from you in just a one day
thanks mate , glad you like the videos!
in the last part youtube put your logo icon on the video and there is no more visibility.... my sphere doesn't move when I touch them, only the rope. what is the matter?
have you enable simulate physics for the sphere ?
Hello, thanks for your Tutorial. I'have a problem. Everthing is working fine, but after I saved the project and restart it, the cables are not connected anymore. The Reference Actor is, after saving, empty. When I connect again, the cables are at the right place, but when I save again and restart the project, the connections are gone and the cables are pointed upwards. What am I doing wrong?
Same here.
is it pssible you didn't choose component cable , and click the other end and affix that, then attack cable end to your other mesh. I missed that too, hope that helps
well I thought I had it, on exit and reloading ue, detached again, wonder if using 5.1.1 introduced a bug.
hello . you are welcome, well I have not bumped into such a problem . my version of unreal in this video is 5.0.0 . maybe it`s a bug in your version , try it with a different one and see what happens
Thank you!!!!!
Welcome!
I do have another issue though: I have a rope with physics constraints attached to its middle, and trying to finish this setup by ticking simulate physics on bottom object where rope is attached ( step on object),buts simulate is greyed out, how do I fix this ?
5.2.1
fixed but its not what I was hoping for, don't want platform in my case not a ballasin video, to not jump away on touch by player, but to allow player to walk onto platformand haveplatform move as player interacts with rope.
I think I need to look into it . Don`t have the solution on top of my mind
Bro can you tell me how to add cables in sequencer....it does not work while rendering
well it needs another tutorial. I will make one if I found the time
if i have a 3D Bridge asset the how can I apply this physict to it ?
if it's a complicated model you may have some problems but the proceas in general should be the same
Physics constraint doesn't have the barthrough it , wasthis changed in ue 5.2 ? I still can't get collision working with rope.
weird, never mind it finally is showing up after saving LOL, weirdness.
Unreal is weird we have to get used to it . lol
Thanks so muuuuchcchc
No problem
how to make this work in sequencer pls
it need another tutorial. I will make one as soon as I get some free time 🙏
@@UnrealART Did you figure this out? I'm currently having the same issue. It wont render.
I will make a tutorial about it. sorry for the delay
@@UnrealART Please! 🙏
I made the video , I hope it helps . ruclips.net/video/50jjF510yvI/видео.html
How can an object that is attached to cable end stop falling. Now it falls to the ground no matter what my cable length is, i want it to stop falling mid air and stay there
you can connect it to a shorter cable and make it invisible in game so it keeps the object in the air but the cable itself cannot be seen. it's a cheeky solution but this is what I can come up with right now because I don't know exactly what you are working on .
@@UnrealART basically a man hanging from a noose, now the man falls to the ground instead of hanging in the air. Will try this, thank you!
well it's simpler than I thought . the spheres in the video also float in the air so it should work if you do everything like the video. just play with the rope settings and placement and see you can fix it. If it didn't work, send me videos and screen shots so I can look into it@@tobiasnilssenopedal6660
@@UnrealART hmm okay, will do! Thanks again
I might have explained poorly, but i want the man to fall from a platform and then stay in the air after falling for a bit. He would jump from the platform and the rope (cable) would stop him from falling to the ground. It is easy to make him stay in the air all the time from the start. Might have to to this in blueprint somehow insted, or am i missing something? @@UnrealART
Thx!
Any time
Can you please show how you attach both ends? Cause it seems that the first end which has cursor, was pre-attached and you only used translate to point it to the center of the cylinder.
Cause I do the same and the results are underwhelming. Far from what you get.
yeah I forgot to record the first part in the video , in your outliner just drag the rope on top of your static mesh so it gets parented to the object and that`s it .It will be attached to the static mesh from it`s first point and the second point can be attached to other objects as explained in the video .
علی دودولت تو حلقم دمت گرم ناموسا XD
خواهش میکنم :)
Can you do a tutorial on a working chain I know how I want it to be animated I just don't know the way that I should go about doing it
I want chain to behave similar to the rope
If possible
Havn`t made one before , I will look into it and see how it turns out . if it was good enough I will make a video about it
I have a question that I was wondering if you wouldn't mind helping me with this it's a bug I've been having in my game when I play in the simulate there's an error and it says mobility of/game/ third person something about a persistent level not exactly sure how to fix it but if you could help I would really appreciate it
how to do this with an actor if there are several objects?
can you explain more ? I don't understand the question
Hey, ty for the tutorial but I'm facing a problem (same as many other people I read online).
My character mesh moves physic objects too much, no matter the Mass(gr) and no matter the character's push force factors. Either it's 0.1kg or 1000000kg the physic object, when my character touches it, it flies away. It's kind of insane how many people write about this problem since 2016 and still not a sold answer!
you are welcome . there must be a solution to that, I will look into it and maybe make a video about it
Hey, that's awesome, tyvm! I am trying to trace what's causing it. I found that the "push factor" (and all the other physics interaction settings, from the "character movement component", work only while using the capsule as a collision. If I try to use my skeletal mesh to collide with any physics object, , (for more detailed collision), then the physics objects fly with insane velocity. No matter its mass. (my characters phys asset capsule collisions are perfect). But a video on the problem will be very helpful!@@UnrealART
dorood :)
درود 🥂
i dont now why, but every time i play the level Unreal just crashes, does anyone have the same issue?
it sometimes happens . make another level and copy paste everything inside it . it usually solves the problem .
You don't say how you attached first end of rope to 'start location'.
I forgot to cover that part, just drag your cable on your object in the outliner so it gets parented to the object and will function as your starting position.
kheili khob bood mmnon
no problem !