FPS Climbing on an edge : can't impose rotation to my capsule component

Hello everyone,

I am trying to make a climbing system for my FPS game for the edges, like we can see in DOOM or DOOM ETERNAL.
I am at the beginning and yet, I have an issue that I really don’t understand.

I have made a system with box tracing to detect the wall location, the wall normal, and the wall height.
To start my Climbing, I need my character to hang a little bit on the edge. The idea of this step is to force the location and the rotation of the player to be on a precise position in relation to the wall.
This is supposed to allow me to start the animation without seeing the player hanging in the void.

To make that happen I use the “Move Component to” node that I trigger when the condition of the condition allow the player to start climbing. But it don’t work for the rotation, at first I believed that was just a camera issue, but when I display the capsule component in game, I can see the rotation is not applied.
Here is the Node :

Right now I am just working only on the rotation so I don’t touch its location.
Inside the “calculate climbing position”, the calculation of the rotator is pretty simple :

And if you want to see how I get the wall normal here is the detection trace :

I already checked if the detection was correct and it is, but when I try to hang on an edge my character just stop his movement and nothing happen.
It’s looking like that :

Hi TheLizardWizard,

try using “Set World Rotation” / “Set World Position” and check if those work instead. I use that to achieve a similar result to the one you’re looking for.

image

Thanks for the answer !
But it still is not working unfortunately …
I printed on the screen the value that it is supposed to take, and the actual position of my capsule component and even when I am looking with breakpoints, the node just seems to not set any rotation at all. I just finish in the same situation :