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!
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:
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.
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.
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.