This would be only useful if were using the movement component for movement, with navmesh and all. This, however, is an old-school, manual method where we have all the control in the world but we also must do everything ourselves.
I’ve literally changed every vector/float variable I could find in both the Find Ramp Location function and the Find Ramp Incline.
As above, if you opt for this method, you will need to script everything (as with any other method, tbh). Note, this script is a tiny stub done over a lunchbreak, so to speak - much more work is needed to make it a movement system that accounts for all the scenarios (that I don’t even know about). And to put the money where my loud mouth is:
This should
allow you to traverse on ramps no steeper than 40 degrees rather than simply block movement. Cranked these two up since we must deal with more vertical space now:
The next step I’d consider would to be to isolate what we’re tracing against so you can differentiate between a walkable surface, a prop, an enemy and everything else in between. Understanding Object Types and Collision Channels will be handy:
https://www.unrealengine.com/en-US/blog/collision-filtering
Good luck!

