#ImpactNormal
What you want is
Hit.ImpactNormal
This is the Vector representing the facing direction of the surface at the point of impact, in world space
to get this as a rotation:
const FRotator SurfaceRotation = Hit.ImpactNormal.Rotation();
Just know this is in world space and you can decide what qualifies as a sufficient angle for wall jumping
for example
if you wanted all walls to be at elast 70 degrees from the flat ground plan (almost totally vertical)
you would do
const FRotator SurfaceRotation = Hit.ImpactNormal.Rotation();
if(FMath::Abs(SurfaceRotation.Pitch) > 70)
{
//yes this is a wall jump
}
to make sure you are getting the numbers you expect
make sure to LOG or output this value so you can see it exactly
const FRotator SurfaceRotation = Hit.ImpactNormal.Rotation();
#Log / To Screen Wiki