Check something every frame

You did not explain the level design pipeline, so I’ve assumed this is an actor you add to the already existing level geometry:

This way you do not need to tag anything specifically. We drop an actor that already has all the necessary elements and mechanics and there it is. And the screenshot reflects of how such actor could work.

The Wall static mesh may not even be needed if it already exists within the level. Same goes for the collision box, perhaps the vines can already utilise collision channels properly.


This can be simplified and optimised even further by making a specialised static mesh component that shows the vines and handles player’s climbable collision on a dedicated channel. You then add that component to any actor that needs it. More upfront work now, a breeze to work with later on.

If you refer to this, it’s another story. Hard to recommend it in light of:

since we have to be done with this game by next friday

You may have more pressing matters to attend to than developing an entire system from scratch for the 2nd time :innocent: