Sure, here’s how to create a rope with a hook at the end and set up rope physics in UE5 Actualy how I do it: Create 3D Models for the Hook and Rope Create a Physics Asset for the Hook - Open the hook model in the Static Mesh Editor. In the "Collision" section, create a Physics Asset for the hook. Create the Rope with a Physics Constraint: - In the Content Browser, create a Physics Constraint. This component allows you to connect two objects with physical constraints. - Set the hook and rope as the two connected objects. - To do this, create a new Blueprint Actor and add the hook and rope as components. - Then, add a Physics Constraint to this Actor and set it up between the hook and the rope. Set Up Rope Physics: - To create a rope with appropriate physics, you can use the Cable Component, which is a simple way to create physical ropes in Unreal Engine. - Add a Cable Component to your Blueprint Actor and attach it to the hook. - Adjust the settings for the rope length, number of segments, and the physical properties of the rope. Final Adjustments and Testing: - Place your Blueprint Actor in the scene and test the behavior of the hook and rope. - Ensure that the physics settings work correctly and the rope behaves naturally. These steps will help you create a rope with a hook and set up the appropriate physics
Thank you my friend,YW, Basicly with cloth physics, here some guide: Open your Static Mesh / Skeletal mesh in the Mesh Editor window, go to the "Clothing" tab In the "Clothing" section, click "Create" and select "Create Clothing Data From Section" Apply the necessary settings and add cloth to the Mesh (Bsicly Paint the Area that you want to add cloth to it) After adding the cloth, you need to configure the cloth physics settings. Go back to the Physics Asset window and adjust the cloth settings Set parameters like stiffness, resistance, and other cloth properties to ensure the desired behavior Now you can use the Static Mesh with added cloth physics, just add it to your character and play the editor
Hey there, No I am not using meta human its all made by me you can check my Channel Live Section I have a Real time video About Texturing the skin you can watch it if you interested, and for the eye its much simpler that the meta human eye shader I have plan to share the peocess making that shader in my youtube some time later...
@BlueSpiritC Thank you for the reply. Ill look for the live tutorial and follow it myself because it looks great! It would be very much appreciated if you could make a tutorial for the eye soon! Ill subscribe and wait for that to release so I can make AAA looking characters for my game. Thank you :)
when rope with the hooks, how do you get them to swing against each other without separation?
Sure, here’s how to create a rope with a hook at the end and set up rope physics in UE5 Actualy how I do it:
Create 3D Models for the Hook and Rope
Create a Physics Asset for the Hook
- Open the hook model in the Static Mesh Editor. In the "Collision" section, create a Physics Asset for the hook.
Create the Rope with a Physics Constraint:
- In the Content Browser, create a Physics Constraint. This component allows you to connect two objects with physical constraints.
- Set the hook and rope as the two connected objects.
- To do this, create a new Blueprint Actor and add the hook and rope as components.
- Then, add a Physics Constraint to this Actor and set it up between the hook and the rope.
Set Up Rope Physics:
- To create a rope with appropriate physics, you can use the Cable Component, which is a simple way to create physical ropes in Unreal Engine.
- Add a Cable Component to your Blueprint Actor and attach it to the hook.
- Adjust the settings for the rope length, number of segments, and the physical properties of the rope.
Final Adjustments and Testing:
- Place your Blueprint Actor in the scene and test the behavior of the hook and rope.
- Ensure that the physics settings work correctly and the rope behaves naturally.
These steps will help you create a rope with a hook and set up the appropriate physics
@@BlueSpiritC THANKS! This is the best guidance I've ever seen!
tnx bro ilove you
You’re awesome man thank you! How would you add physics to the bottom of the straps of the second bag?
Thank you my friend,YW, Basicly with cloth physics, here some guide:
Open your Static Mesh / Skeletal mesh
in the Mesh Editor window, go to the "Clothing" tab
In the "Clothing" section, click "Create" and select "Create Clothing Data From Section"
Apply the necessary settings and add cloth to the Mesh (Bsicly Paint the Area that you want to add cloth to it)
After adding the cloth, you need to configure the cloth physics settings. Go back to the Physics Asset window and adjust the cloth settings
Set parameters like stiffness, resistance, and other cloth properties to ensure the desired behavior
Now you can use the Static Mesh with added cloth physics, just add it to your character and play the editor
Hello I was wondering how you did the skin and eye materials? Did you do them yourself or are you using Metahumans?
Hey there, No I am not using meta human its all made by me you can check my Channel Live Section I have a Real time video About Texturing the skin you can watch it if you interested, and for the eye its much simpler that the meta human eye shader I have plan to share the peocess making that shader in my youtube some time later...
@BlueSpiritC Thank you for the reply. Ill look for the live tutorial and follow it myself because it looks great!
It would be very much appreciated if you could make a tutorial for the eye soon! Ill subscribe and wait for that to release so I can make AAA looking characters for my game. Thank you :)