Hi everyone,
I’m relatively new to programming and I’m currently learning Unreal Engine while developing my first-person climbing system.
This particular part of the system is proving to be quite advanced for my current level. I’m using AI as a learning and development aid, mainly to understand specific Blueprint nodes and possible approaches, but I’m still building and testing the system myself. I often ask for help understanding what individual nodes do and how they might fit together, but I’ve been unable to reach a solid and reliable solution for this specific problem.
At the moment, I’m stuck on the collision/movement behavior during climbing.
My character switches to Flying movement mode while climbing. I need the character capsule to keep World Static = Block so that the player cannot penetrate the wall.
The problem is that when the capsule is touching the wall and I move parallel to the surface, the CharacterMovementComponent keeps sliding along the wall indefinitely.
If I change the capsule collision response from Block to Overlap, the sliding problem goes away, but then the character can penetrate the wall and potentially fall through the geometry.
I’m currently using:
Set Movement Mode = FlyingSet Actor LocationwithSweep = true- A custom climbing movement vector based on the wall’s
Impact Normal
I’m mainly trying to understand the correct approach rather than simply finding a workaround. Since I’m still learning programming, I’d also appreciate an explanation of why the sliding happens and which part of the CharacterMovementComponent or collision system is responsible for this behavior.