Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Runtime Length Per Start/End Positions
#1
Hey!

I have an issue. Right now I am creating a very short rope with let's say 0.2 resolution which ends up creating 4-5 particles. This is perfectly fine on a short distance like this but I am also dynamically moving end point of the rope. Imagine a rope is tied to a stone (start) and a person just runs around carrying the other side (end) of the rope. On smaller distances, this is working really good however when the person gets away from the stone, 4 particles are no longer enough. What I want is to dynamically add / remove particles to the rope depending on the distance. Changing blueprint's resolution through code doesn't work but changing the blueprints resolution through editor works (to an extend, sometimes it just gets confused and throws lots of out of index exceptions).

I tried using ObiRopeCursor but since I am moving end point through code, it ends up adding particles in a very weird way. I think this is only supposed to work on stationary ropes?

I also tried starting with a large particle amount like 20-30. This is actually working the best but the issue in this one is, the moment I create the rope on runtime, since the distance between start and end points are very short (I am also dynamically creating the rope blueprint) it takes around 3 seconds for simulation to show a proper rope and until then it just flies around like you are suddenly entangling a very long rope.

Any suggestions are welcome.

Thanks in advance
Reply


Messages In This Thread
Runtime Length Per Start/End Positions - by aderae - 14-03-2023, 03:13 PM