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Kalayaan Interactive · UE5 Plugin

Tendon

XPBD Rope & Cable Physics for Unreal Engine 5

Launching on FAB UE 5.7+

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.

01

Substepped XPBD Solver

Small-Steps integration with substepped endpoint interpolation. Stable at high stiffness without tuning iteration counts.

02

Coulomb Friction

SOR-based friction from Müller & Macklin's PBD paper. Ropes wrap, catch, and release with real contact behavior.

03

Self-Collision

Spatial-hash self-collision prevents the rope from passing through itself, without the usual performance cliff.

04

Custom Renderer

Dedicated scene proxy component with persistent GPU buffers. Drops the ProceduralMeshComponent dependency entirely.

05

Velocity-Aware Pinning

Endpoints follow fast-moving attachments without the chain stretching unrealistically or snapping visibly.

06

Blueprint-Ready

Drop-in actor + component. Endpoint sockets, tension readout, contact forces, and config all exposed to Blueprint.

RopeSystem.h
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;
};

Launching soon on FAB

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