Rama's Physics-Based Retractable Tether / Grapple Hook for Skeletal Mesh Pawns Move pawns around as if with RB_Constraints and Rigid Body Physics
Dear Community,
Here I present to you a fully functional physics tether system for skeletal mesh actors!
See the Video Demoing the Complete Code I am providnig you with below!
This code is:
-low level simple functions for unreal engine to handle
-optimized for variable memory access, I use multiple-purpose global variables to minimize creation/destruction of variables, and to enable the actual tether functionality to be optimized
-easy on replication, as I am not using any custom animations or Rigid Body / ragdoll states
-still looks really good and is easy to control in-game to make for awesome fun gameplay
-works regardless of framerate, see the DeltaTimeBoostMultiplier for details, even if frame rate fluctuates the beam is kept in same location as the pawn's skeletal mesh socket.
-This is all my own original code after many hours, weeks of my own efforts over time, I wrote it all from scratch (the code here took me only a few hours to write, but the learning that went into this happened over several weeks.
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