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UE 4.25–5.8

Tether

Create cables, ropes, chains, flexible pipes and other long bending objects in the editor. Place a path and Tether simulates it against the level and generates a static mesh.

Procedural cables created with Tether in Unreal Engine

How it works

  1. 01Place the pathClick points in the viewport or edit the Unreal spline.
  2. 02Adjust the shapeTune slack, tangents and connected segments.
  3. 03SimulatesAutomatically after every edit, so cables hang, coil and rest on the level.
  4. 04Builds the meshProcedural geometry or a deformed custom mesh, rebuilt with each simulation.
  5. 05Ship static outputCables ship as static meshes, with no simulation cost in game.

Features

  • Tether Editing ModePlace and edit cables in the viewport.
  • Non-destructive splinesEdit the path at any time.
  • Background simulationSkips ahead to the settled result instead of playing out in real time.
  • World collisionCables collide with the level while simulating.
  • Procedural or custom meshesGenerate geometry or deform your own.
  • Static mesh outputUse the result as a regular asset.