So I tried manually inputting some launch velocities and you could jump off a ledge grab, but it only works in one world direction. I’m trying to make the player jump off the ledge away from the contact point of the trace used to detect the ledge and grab it. Any help would be greatly appreciated.
Thanks for answering. For some reason it now just makes me jump up and ledge grab again. I printed the normal and it returns 0, 0 all the time. Does this have anything to do with how a capsule trace interacts with meshes?
Can you show the trace input? ( the math for the start and end points )
Is the character leaning? I would use the up vector * (something), rather than just subtracting Z.
Also, I’d start with just projecting the capsule from the actor location, and add the rest of it after that’s working.
Have you tried it with debug, do you see the trace, is it going where you expect it to go?
I used a capsule trace that fires from the character forward vector and makes a normal that faces the center of the capsule. Thanks for pointing me in the right direction!