From b97ad07ffa31ec9bbb9a47ea505ff3b60e274e3d Mon Sep 17 00:00:00 2001 From: Sam Bonifacio Date: Mon, 8 Nov 2021 08:23:12 +0000 Subject: [PATCH] Deploy website - based on 49ffd5544098707afc10c0e71850149f16f6263e --- 404.html | 4 ++-- assets/js/0fe8a02a.77c4aa6f.js | 1 - assets/js/0fe8a02a.957fbdd6.js | 1 + assets/js/runtime~main.74c5fa42.js | 1 - assets/js/runtime~main.cfbfe700.js | 1 + blog/archive/index.html | 4 ++-- cable-actors/index.html | 4 ++-- editor-mode/index.html | 4 ++-- example-project/index.html | 4 ++-- index.html | 4 ++-- installation/index.html | 4 ++-- markdown-page/index.html | 4 ++-- support/index.html | 4 ++-- tags/index.html | 4 ++-- versions/index.html | 6 +++--- 15 files changed, 25 insertions(+), 25 deletions(-) delete mode 100644 assets/js/0fe8a02a.77c4aa6f.js create mode 100644 assets/js/0fe8a02a.957fbdd6.js delete mode 100644 assets/js/runtime~main.74c5fa42.js create mode 100644 assets/js/runtime~main.cfbfe700.js diff --git a/404.html b/404.html index 8d90090..4d4ca34 100644 --- a/404.html +++ b/404.html @@ -5,13 +5,13 @@ Page Not Found | Tether - +
Skip to main content

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We could not find what you were looking for.

Please contact the owner of the site that linked you to the original URL and let them know their link is broken.

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Archive

Archive

- + \ No newline at end of file diff --git a/cable-actors/index.html b/cable-actors/index.html index ad20540..beb5944 100644 --- a/cable-actors/index.html +++ b/cable-actors/index.html @@ -5,7 +5,7 @@ Cable Actors | Tether - + @@ -14,7 +14,7 @@ When the cable path or any applicable properties are modified, the simulation is run again automatically so that the cable stays up to date.

Title

Mesh Generation#

Once the physics simulation is complete, Tether generates a mesh for the cable using one of two methods which the user can specify per-cable:

Basic Mesh Generation#

This mode generates simple geometry for the cable using a specified number of sides and edge loop resolution. Unncessary edge loops can be culled automatically based on the angle to optimize the final geometry.

Custom Mesh Generation#

This mode takes a user-specified Static Mesh asset and repeats it along the length of the cable, deforming it similar to how a Spline Mesh would.

The number of instances of the mesh to be repeated can be specified by the user, or calculated automatically based on the width and length of the cable and the source mesh. Material IDs are also copied, allowing the use of the same number of materials as the source mesh.

The source mesh must be x axis aligned and be sufficiently tesselated to allow for proper deformation, just like with spline meshes. When simulating physics with collision with other objects, it's also recommended to keep the mesh as cylindrical as possible as the collision for the cable while it is simulating is approximate and does not factor in the shape of the mesh.

As the geometry is copied from the source mesh when the mesh is generated, any changes to the source mesh won't be reflected afterward unless the cable mesh is regenerated.

This mode is very powerful for creating more detailed cables, but has the potential to create very dense geometry if not used carefully.

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Cable Placement Mode

The Cable Placement Mode allows easy placement of cables by clicking points in the world.

To activate the editor mode, use the Modes dropdown or the appropriate shortcut keys.

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With the mode activated, the mode panel can be used to customize the properties of any new cables created from then on.

If Auto Start Cable is true, clicking in the viewport will start a new cable, otherwise Start New Cable must be clicked first.

Cable Point Placement#

When a new cable is started, a Tether Cable Actor is created and the first point will be placed in the world at the location that was clicked in the viewport.

To end the cable, click another location in the viewport to place the final point of the cable.

To create cables with multiple segments, instead shift-click a location to end the current segment and start a new one.

Points

Adjusting Slack#

Slack can be adjusted for the current segment as part of the cable placement workflow by using the scroll-wheel before ending the segment. The ctrl modifier can be held for more fine adjustment.

Slack

Point Tangents#

When placing a point, click and drag to specify the direction or tangent of the cable along the surface. Hold alt to align the tangent to the normal of the surface, which creates the appearance that the end of the cable is fixed to the surface.

Tangent

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Example Project

The example project is available for engine versions 4.26 and newer, and contains various examples of different cable setups using Tether.

All versions of the project are available here

In general you should use the example project that is the same version as the plugin, or if there if that doesn't exist, the next lowest. For example if you had plugin version 1.2.1, there is no example project with that exact version so the correct example project to use would be 1.2.

View compatibility of specific versions here

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Intro

Tether is a tool for creating cables, ropes, flexible pipes, and anything similar, in the Unreal Engine editor, for environment art and set-dressing purposes. Tether simulates physics and builds static meshes in-editor, allowing rapid creation and iteration of cables using a non-destructive workflow.

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Current Features#

Editor mode:

  • The Tether editor mode allows easy placement of cables by clicking points in the world.
  • Adjust slack, set tangents, and chain multiple cable segments together as part of the cable creation workflow.

Cable Actors:

  • Tether Cable Actors are self-contained objects in the world that handle all the functionality for a single cable, including settings, physics simulation, mesh generation, and the resultant static mesh.
  • The overall path of the cable before simulation can be controlled using Unreal's spline tools.
  • When modified, cables are automatically resimulated and rebuilt for the fastest possible iteration time.
  • Simulation supports physics collision with other objects in the world, including other cables, allowing them to coil up on the ground and hang on eachother.
  • The mesh for the cable can be generated procedurally using a specified resolution for the number of sides and edge loops, or use a user-specified mesh for full control of the final result.
  • The generated static mesh is saved inside of the Actor in the world, removing the need for any asset management by the developer. The developer can still open it and modify the static mesh properties as usual.
  • At runtime, all physics simulation and mesh generation functionality is stripped away leaving the final static mesh. There's no physics simulation slowing down the game at runtime, which allows areas in the game to have many more cables than if they were dynamically simulated.
  • Optionally, sets of one or more cables can be saved as a static mesh asset to be reused across multiple places in a game.
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Installation

Tether is available as a plugin through the Unreal Marketplace.

Installation is typical for an Unreal plugin:

  1. Install through the Epic Games Launcher
  2. Enable the plugin in the Edit > Plugins menu in your project

At this point the plugin should be enabled in your project and ready for you to use.

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Markdown page example

You don't need React to write simple standalone pages.

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Support

For support, bug reports, feature requests and suggestions, etc, use the following channels:

Information to provide for support#

If you do have a bug, crash, or any other issue please include the following information:

  • The engine version
  • The plugin version
  • Steps to reproduce the issue
  • If crashing, the .log file(s) from the ProjectName/Saved/Logs directory

Thank you

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Tags

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Versions

Release Notes#

1.0.2#

UE 4.25 UE 4.26 UE 4.27

  • Fixed a crash in Standalone mode when loading a map with a cable that has Lock State enabled
  • Fixed a crash when using a custom mesh that has the pivot on one end
  • Fixed a crash when undoing after deleting a cable spline point
  • Fixed a crash when deleting a spline point on a cable that was loaded with the map

1.0.1#

UE 4.25 UE 4.26 UE 4.27

  • UE 4.25 now supported
  • Added plugin icon and updated descriptions and category
  • Internal fixes for automation tests that were failing in some scenarios

1.0#

UE 4.26 UE 4.27

  • Added an example project with various cable setups
  • Added an option to auto-tile the material UVs across the length of the cable
  • Changed various simulation options to multipliers that scale based on the width of the cable
  • Reduced minimum cable width from 1 to 0.1
  • Increased default mesh resolution to be more practical for larger pipe-sized cables
  • Fixed crash when duplicating a cable
  • Fixed crash when duplicating map that contains a cable
  • Fixed crash from cable sometimes trying to simulated in play mode
  • Fixed occasional crashes during simulation
  • Fixed issue with undoing segments
  • Fixed tangents being incorrect on linear cable spline segments
  • Fixed ensures triggering in some cases
  • Added console variables to disable various internal simulation features for debugging
  • Internal changes to support automated testing

beta-0.14#

UE 4.26

  • Fixed crashes in Standalone play mode
  • Fixed cable invalidating static lighting for packaged builds during cook process
  • Fixed errors in packaged builds about missing components
  • Fixed ensures triggering in packaged builds about mesh UVChannelData not being initialized
  • Fixed realtime simulation preview not behaving correctly with higher substep times
  • Cables no longer collide with Trigger actors

beta-0.13#

UE 4.26

  • Added a cable property to specify the collision profile to use during simulation
  • Holding ctrl will now suspend simulation of the current cable until it is released
  • The modifier to adjust cable slack more finely has been changed from ctrl to shift
  • Fixed an ensure being triggered when the cable end point is set while the first simulation is running
  • Fixed incorrect tangent being used when setting normal-aligned tangents while holding alt when left mouse button is not down
  • Changed FTetherAsyncMeshBuildTaskParams object pointers to weak pointers, which may have been causing crashes before
  • Fixed being able to destroy the static mesh component and cause a crash using the property on the cable actor details
  • Source code cleanup and comments

beta-0.12#

UE 4.26

  • Fixed crash when attempting to resimulate a cable that has too few spline points, now resimulating requires at least 2 points
  • Fixed tangents on adjacent points being lost when adding a point with the Unreal spline tools
  • Can now set normal-aligned tangents by holding alt when placing a point, even when left mouse button is not down
  • Removed the ability to realtime simulation preview on multiple selected cables at the same time, as it's not useful and can lead to inconsistent results

beta-0.11#

UE 4.26

  • Initial beta release for UE 4.26
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Versions

Release Notes#

1.0.3#

UE 4.25 UE 4.26 UE 4.27

  • Fixes for UE 5.0 EA
  • Plugin can now be compiled using Clang

1.0.2#

UE 4.25 UE 4.26 UE 4.27

  • Fixed a crash in Standalone mode when loading a map with a cable that has Lock State enabled
  • Fixed a crash when using a custom mesh that has the pivot on one end
  • Fixed a crash when undoing after deleting a cable spline point
  • Fixed a crash when deleting a spline point on a cable that was loaded with the map

1.0.1#

UE 4.25 UE 4.26 UE 4.27

  • UE 4.25 now supported
  • Added plugin icon and updated descriptions and category
  • Internal fixes for automation tests that were failing in some scenarios

1.0#

UE 4.26 UE 4.27

  • Added an example project with various cable setups
  • Added an option to auto-tile the material UVs across the length of the cable
  • Changed various simulation options to multipliers that scale based on the width of the cable
  • Reduced minimum cable width from 1 to 0.1
  • Increased default mesh resolution to be more practical for larger pipe-sized cables
  • Fixed crash when duplicating a cable
  • Fixed crash when duplicating map that contains a cable
  • Fixed crash from cable sometimes trying to simulated in play mode
  • Fixed occasional crashes during simulation
  • Fixed issue with undoing segments
  • Fixed tangents being incorrect on linear cable spline segments
  • Fixed ensures triggering in some cases
  • Added console variables to disable various internal simulation features for debugging
  • Internal changes to support automated testing

beta-0.14#

UE 4.26

  • Fixed crashes in Standalone play mode
  • Fixed cable invalidating static lighting for packaged builds during cook process
  • Fixed errors in packaged builds about missing components
  • Fixed ensures triggering in packaged builds about mesh UVChannelData not being initialized
  • Fixed realtime simulation preview not behaving correctly with higher substep times
  • Cables no longer collide with Trigger actors

beta-0.13#

UE 4.26

  • Added a cable property to specify the collision profile to use during simulation
  • Holding ctrl will now suspend simulation of the current cable until it is released
  • The modifier to adjust cable slack more finely has been changed from ctrl to shift
  • Fixed an ensure being triggered when the cable end point is set while the first simulation is running
  • Fixed incorrect tangent being used when setting normal-aligned tangents while holding alt when left mouse button is not down
  • Changed FTetherAsyncMeshBuildTaskParams object pointers to weak pointers, which may have been causing crashes before
  • Fixed being able to destroy the static mesh component and cause a crash using the property on the cable actor details
  • Source code cleanup and comments

beta-0.12#

UE 4.26

  • Fixed crash when attempting to resimulate a cable that has too few spline points, now resimulating requires at least 2 points
  • Fixed tangents on adjacent points being lost when adding a point with the Unreal spline tools
  • Can now set normal-aligned tangents by holding alt when placing a point, even when left mouse button is not down
  • Removed the ability to realtime simulation preview on multiple selected cables at the same time, as it's not useful and can lead to inconsistent results

beta-0.11#

UE 4.26

  • Initial beta release for UE 4.26
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