This is a really good approach and seems cool in terms of your methods. This is a great technique for those who don’t want to spend months on working with an open world where they want individual actors to trigger climbing like infamous.Here are a couple of suggestions.
Try making a sort of construction script that updates in game like a real time navigation system that traces everywhere a pawn can move and look for meshes or areas that are climbable and perform a bunch of traces and set those two little socket things on the corners of each ledge. Will be pretty hard. Then the easier part is make transition points like the one made by FTC’s adventure kit so it will ease pathfinding and animations like assassins creed. It will give smooth believable parkour instead of a floaty one like in infamous
Curved edges, poles, window frames, small rocks, beams, ziplines, etc. This is all in parkour.
These are really important features and might want to take a look at navigation system and edit it. A volume that will perform all these checks and set points will be a very powerful tool. Good luck!