I’ve been searching for how to make a ledge based climbing system in UE 5.5 but every tutorial or guide I found just doesn’t work. Would anyone be able to help with this?
Hey there @HelloRandomLink! Welcome to the community! If you want more node based climbing more akin to the Assassins Creed games, this series by Poseidon is decently in depth.
Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
This is one of the videos I followed but didn’t work. I tried everything a few times but the traces don’t work or show up.
Someone in the comments had the same problem as me (around 10 minutes into the video). In their replies someone mentioned to add a event tick node into the branch after the ledge climb input, but this resulted in hundreds of traces being formed and creating lag.
The sphere trace visibility? I noticed others were mentioning it. All that’s needed there (and I think the video creator may have cut this part) is to enable the Draw Debug Type
set to For Duration
. I wouldn’t run the checks on tick, just sequentially when the button is pressed or when holding directionals while climbing.
You could also take a look at how the new Gameplay Animation Sample Project handles ledges, as this is also rather close to the industry standard, though it is replicated and based on the new motion tools.