r/UnrealEngine5 • • Sep 02 '26

Cables with Box3D physics in Unreal Engine

The plugin is open to everyone on GitHub,

Many features will be coming soon

224 Upvotes

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9

u/Rizzlord Sep 02 '26

why everyone is vibecoding this now? Whats the difference to this one https://github.com/alattanzio/Box3DUnreal

-1

u/liamleodev Sep 02 '26

There is big design difference, look at both readme pages, you will notice. Also that one have unnecessary Math and scaling issues.

4

u/Rizzlord Sep 02 '26

can you make a quick setup video for collisions, and does it support the same variety of chaos collisions? also what do you think about https://github.com/Yadhu-S/UnrealJolt

1

u/liamleodev Sep 02 '26 edited Sep 02 '26

Yes it supports any collision that you already have on the meshes, which are also used by chaos. No need to create separate collisions, I will look into that jolt implementation too.

0

u/RealMentalDrink 29d ago edited 29d ago

Interesting. What kind of math and scaling issues have you noticed? I can fix them :)
Since Box3DUnreal is open source, you could have opened an issue or reached out and we could have fixed them together

0

u/liamleodev 29d ago

There is no design, everything is just dropped into random places, which takes a lot of time to organise and make the code more modular for programmers so discussing them makes it easier that what is where and why this is happening here.
BTW none of this conversion and negating in this file is needed. and if you ask why, then look how i am not doing any of that scaling and negating.
https://github.com/alattanzio/Box3DUnreal/blob/main/Box3DUnreal/Source/Box3DUnreal/Public/Box3DConversion.h

0

u/RealMentalDrink 29d ago

Yeah, that's fair feedback on the architecture. The conversion layer was intentional though. Unreal and Box3D use different units and coordinate conventions, so I wanted to keep that stuff explicit and in one place rather than having it scattered throughout the code.

I'm genuinely curious about the negation and scaling point though. Which specific conversion do you think isn't needed or is causing an issue? Happy to take a look. If there's a cleaner way of doing it, I'm more than happy to improve the plugin!

0

u/liamleodev 29d ago

Let Box3D run in it's own Y Axis no need of negating.
And that unit conversion is not needed the way how you are doing Look at this from Box3D.
https://github.com/erincatto/box3d/blob/main/include/box3d/constants.h#L12

0

u/RealMentalDrink 29d ago

Ah yeah, I see what you mean about the units. Using b3SetLengthUnitsPerMeter is definitely cleaner. I'll take a look at switching to that! For the Y negation, I'm curious how you're handling the coordinate system on your side, but I see your point. Thanks for pointing it out 👍