Substepped XPBD Solver
Small-Steps integration with substepped endpoint interpolation. Stable at high stiffness without tuning iteration counts.
XPBD Rope & Cable Physics for Unreal Engine 5
A fast, stable, Blueprint-friendly rope solver that behaves like a real cable. Built on Extended Position-Based Dynamics with the Small-Steps integration scheme — the same family of methods powering modern real-time physics research — and tuned to ship in a game.
Small-Steps integration with substepped endpoint interpolation. Stable at high stiffness without tuning iteration counts.
SOR-based friction from Müller & Macklin's PBD paper. Ropes wrap, catch, and release with real contact behavior.
Spatial-hash self-collision prevents the rope from passing through itself, without the usual performance cliff.
Dedicated scene proxy component with persistent GPU buffers.
Drops the ProceduralMeshComponent dependency entirely.
Endpoints follow fast-moving attachments without the chain stretching unrealistically or snapping visibly.
Drop-in actor + component. Endpoint sockets, tension readout, contact forces, and config all exposed to Blueprint.
class TENDON_API FRopeSystem
{
public:
Initialize(UWorld* World, float MaxLength);
Update(FVector A, FVector B, float Dt);
// Rope tension at either endpoint (lambda / dt²)
float GetTensionAtEndpoint(bool bEndpointB) const;
// Forces the rope is exerting on contacted actors
const TArray<FRopeContactForce>& GetContactForces() const;
};
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