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parkour runner mechanics, help needed with adjusting the camera & movement

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    parkour runner mechanics, help needed with adjusting the camera & movement

    hey everyone!

    I'm trying to figure out some awesome wallrun / parkour movement mechanics & I'm sure you guys can help me out. I found a wallrun template from sneh in the ue forums, which works like a charm, but i would like to improve some of the mechanics. but, to be hoenst, I just started working with ue4 ( coming for unity), so please go easy on me

    so, the sneh blueprints are working with the standard fps template in ue4, "installing" is quiet simply. But I would like to add 2 things to the wallrun mechanics:

    adjust the camera while "running on wall". I would love to lean/tilt the camera with f.ex. 15° angle while running on the wall, similar to games like mirrors edge & co. It supports a better "feeling" while running. please don't mid the camera shake in the blueprint screenshots below, I added it for testing.

    wallrun "active": as far as I understand the blueprint, right now it's something like: it checks if the player hits the wall in a certain angle, starts the wallrun behavior and changes the player gravity (?), then after the wallrun timer stopped, wallrun is deactivated. the problem is, if my timer-time is too long vs a too short wall, the gravity setting is still active and I'm floating in midair till the timer-time is over. any solutions?

    her are some screenshots of the blueprint:

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    and here's the original forum thread with the blueprint file: https://forums.unrealtournament.com/...ment-Blueprint

    thanks for any help!
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