Unreal Rope Swing & Climb UE7070
NOTHING ELSE LIKE THIS ON THE MARKETPLACERope Swing & Climb is a physics based rope swinging and climbing system. It includes both a rope and chain with 120 bones that use physics. You can also climb up/down while swinging. Physics in UE4 are framerate dependent, so sub-stepping is turned on and left on default settings to keep things “stable” across multiple framerates. Higher framerates are smoother. If you use only framerates higher than 100-110, you can turn off sub-stepping to save performance. This is a starting point to build on or learn from and can be modified to match your own style or needs. The included animations are only examples and are not perfect.
Example video: http://jbgameworks.com/index.php/ropeswingclimb/
The default settings are only meant to be a starting point that is stable across most fps. The settings can be dialed in to be faster and smoother based on your needs. For example, at 60fps, reduce linear dampening to default on the physics bodies and increase force added over time to 15, then set max force to 3000. Just those quick adjustments look and feel better. You could add nodes that change max force, etc. based on fps. You must find the balance between speed/stability/aesthetics that works best for you.
Here is a short video of what it looks like with those quick changes at 60 fps. It can definitely be improved further, as this was only a few minutes of testing. But he is swinging faster with less of a “swing in jelly” feel to it at 60 fps. You just have to dial it in to suit your preference.
Make sure you open both the rope and chain blueprints, there are “cast to” nodes you’ll need to change so they cast to your character.
technical details
Features:
- Swing and climb on ropes
- 120 bone rope
- 120 bone chain
- Sub-stepping on
Number of Blueprints: 4
Materials: 3 basic
Input: Gamepad, Keyboard
Network Replicated: Not tested
Supported Development Platform: PC, may work on others but not tested
Windows: Yes
Mac: Not tested
ATTENTION: Make sure you open both the rope and chain blueprints, there are “cast to” nodes you’ll need to change so they cast to your character. This asset uses physics so keep that in mind as it will entail all the upsides and downsides of working with physics, but works like it does in the video out of the box.