This Cable Tool was developed in Houdini as part of our 6th game project at The Game Assembly.
The tool is designed to procedurally generate complex cable setups while remaining flexible and production-friendly. It allows for easy export of different cable variations from Houdini, or enables team members to create and tweak variations directly inside Unreal.
Users have control over multiple parameters such as main cable behavior, sub-cable simulation, and overall complexity. Optimization settings are also included, making it possible to adjust the cable setup based on project needs and performance requirements.
The tool can detect selected objects as collision geometry, allowing cables to naturally conform and settle on surfaces. Whether creating hanging cables or ground-based setups, the workflow is driven by simple spline input—users only need to draw the desired shape.
This is a fully procedural system, built to speed up the environment art pipeline while maintaining consistency. Regardless of cable complexity, UV islands remain correctly aligned. The trim sheet material was created in Substance Designer.