So much like in crash bandicoot where you get them parts where you can hang and have to move along, I’ve had a couple ideas but can’t quite figure out the best way to do this. I know that I will have meshes of random shapes in various levels so ideally i’d like to be able to do this in BP somehow on my main character BP, something like a trace (already have one that goes straight up to see what its hitting) detect a material? or some sort of named polygon group or anything , I have no idea where to start with this tbh. I just don’t want to have to do a load of manual editing per level, ideally i’d just like to set up all the work up front and be able to drag drop new meshes and then set them to say they are grabable from beneath. if someone knows how do to this in BP that would be fantastic
I thought of this and you could make a BP with a hit event for the monkey bars with an invisible mesh over the monkey bar mesh in which to apply the hit for more surface contact. Put a false floor under the monkey bars with no collision and set hidden in game. On hit by player character enable collision on the false floor. Create a bool on hit also to set “is on monkey bars”. Use this variable in an animation BP to transition between walking and monkey bar animation to create the illusion of using monkey bars, really you would be walking on the false floor with a different animation. I haven’t tested this but made a note of it for a game I am making. I think it will work but there might be a better way. Let me know if you come up with something. I will test and share BP if successful. All this could be bundled into one BP that could be dropped in a level is my idea. Might be able to do it using sockets also but I’m intermediate level at UE4 visual scripting.