[BUG?] Move Capsule Component To, X & Y switch

Hi, i am working on a BP which drags my capsule to a Ledge (mesh). For the Location and Rotation i use the red arrow, but i don’t want to move the capsule to the exact location of the arrow and instead use only the X and Z of the arrow and the Y of the capsule, therefore when i am jumping from a ledge’s edge to another ledge, my character’s Forward direction remains unchanged.
This works great from A to B, but from B to C this stuff that i wanted to avoid takes place, so somehow the Y gets replaced by the X… is it a bug or does it require more detailed math?
I spent about a year with the engine but i’ve never encountered this stuff, any help is appreciated! looking forward to your reply!

This is triggered upon a Begin Overlap event when entering a ledge’s box collision.

Hi Xanadron,

We have had several people create ledge pull up and full climbing systems without running into this issue; which makes me think this probably isn’t a bug.

Here is some more info on a couple of those systems I mentioned:

https://forums.unrealengine.com/showthread.php?2325-Edge-grabbing

https://forums.unrealengine.com/showthread.php?96222-Advanced-Climbing-System

However, if you believe this is a bug, could you provide some more info? A small test project that showcases the bug would be preferred,

Thanks,

TJ

Hi TJ,

I couldn’t find my issue in the threads you suggested, probably because they used a more generalized climbing system dependent on meshes (not good in my opinion), and they move the capsule using root motion. I strongly believe there is something wrong with the Move Component To node. On the other hand i would have expected a more technical response.

Many regards,
Alex

Hi TJ,

I am quoting from my own comment: ,I couldn’t find my issue in the threads you suggested". How is this in any way resolved?

Kind regards, Alex

I understand, would you mind sharing a screenshot of the blueprint you used to reproduce this? This could help in actually resolving the issue.

I asked above if you could provide a test project that would allow me to reproduce this internally. So far I’ve been unable to repro the issue you are seeing.

Hi Xanadron,

Sorry for the delay. I don’t generally keep test project for very long and I apparently deleted that one at some point.

Anyways, I recreated something close to your setup and I believe I see where an issue is. It looks like you are only taking into account the players Y rotation and the ledges X rotation. You will also need to do the opposite for when the ledge has been rotated.

Here is something I mocked up. I would suggesting using a switch of some sort instead of a branch and 2 MoveComponentTo nodes. But this should give you the right idea.

Let me know if this setup helps you or not.

Cheers,

TJ

Yep that works, its not exactly how i imagined but it does solve my issue! I’ll leave it Resolved. Thanks for the help!

Many Regards,
Alex