![]() Should we fix the start to something, or leave it free. The following table breaks down each of the properties on the Cable Component: The stiffness of the cable is controlled by the number of times we iterate to enforce the constraints (each step). For each step, you update the velocity and position of each particle, and then move them to satisfy the constraints. The ones in the middle are free, falling with gravity. The particles at the ends are fixed, moving with whatever they are attached to. The idea is to represent the cable as a series of particles, with distance constraints between them. To perform the actual cable simulation, a technique called Verlet Integration, which is well known in game development. In the following document, we will take a look at how you can use the Cable Component plugin to create, setup and control how the cables look, react and even collide with objects in your levels. Having the ability to cheaply add cables, ropes, or chains that can sway back and forth as if being gently blown by the wind can add a nice bit of life to your Unreal Engine 4 (UE4) projects. Using Cable Components from the Place Actors Pannel
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