Advanced Climbing System

Thanks for that helpful tip! It’s been a few months since I’ve opened my project, but I will look into what you have suggested.

Glad you will be adding ample comments… don’t forget those reroute nodes too, to avoid spaghetti. Sometimes Epic’s own projects suffer a bit from noodles, so reroutes are a great way to keep things tidy. Can’t say I’m a fan of too many collapsed graphs though… they have their place, but sometimes can break up the flow, making figuring out the logic difficult. :slight_smile:

As far as price, you should charge whatever you feel the system is worth, bounded by the current features of the system. You can always charge more later as more features are added, or you can release it as 3 separate packs: ie. Climb/Jump pack, Parkour Pack (Wall Running, Sliding, Vaulting), and Ladder/Vine Pack. Not sure about the practicality of end users merging 3 packs together, unless you cleverly constructed the Blueprint system to be incredibly modular, (and added instructions for merging), but you could always re-release it 3 times as a paid-for update (ie. remove the old marketplace asset, and upload the expanded version). This way you can keep the price-point lower and people who want/need the full system can pay ~$30 for each upgrade as they become available. I once purchased a $100 asset pack from the marketplace, which given the sheer quantity and detail, was totally worth it. Admittedly though, the price felt a bit steep especially when I couldn’t test out sample assets in my project, however, I made the purchase anyway. I was a little miffed to see it go on sale for 50% off two months later, though. :slight_smile: