There will be a collision that works as a sensor below the caharacter, whichever surface (among the stickable ones) the sensor collision sees, character must be able to walk in the surface, by applying gravity or force from that or exact opposite direction, and also by rotating the character by the surfaces rotation whis is relatively simple. I don’t really have an idea about how to do that. Also, the character will have a tool that helps it teleport, it can also teleport to non-straight surfaces, and when this happens the character must automaticly stick to the surface an rotate itself by the surfaces rotation. I don’t know how to achieve all of that stuff I am a very newbie around here. Aldready thanks for your helps ![]()
a sensor trace along the current up vector is the right instinct. on hit, take the impact normal as the new up, negate it for the gravity direction and smoothly rotate the capsule to match. on teleport do the same thing once at arrival, trace down from the landing spot, snap the up to the surface normal and apply gravity from there. guard the trace with a fallback that keeps the last good up when nothing is hit, otherwise the character tumbles whenever the sensor misses a frame.
you can also try Gravity & Ballistics Toolkit, a surface gravity system for Unreal Engine that pulls characters onto any surface normal and reorients them on teleport: Gravity & Ballistics Toolkit — Planet Gravity, Zero-G & Arc Prediction | Fab

