#  How to Create Parkour Mechanics Like Prince of Persia in Unreal Engine? I'm Struggling with Ledge Climb and Wall Run 

**URL:** <https://forums.unrealengine.com/t/how-to-create-parkour-mechanics-like-prince-of-persia-in-unreal-engine-im-struggling-with-ledge-climb-and-wall-run/2481316>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, editor, Blueprint, question, CPP\
**Created:** [April 29, 2025, 1:32pm UTC](https://forums.unrealengine.com/t/how-to-create-parkour-mechanics-like-prince-of-persia-in-unreal-engine-im-struggling-with-ledge-climb-and-wall-run/2481316 "2025-04-29T13:32:07Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![annu7300](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@annu7300](https://forums.unrealengine.com/u/annu7300)\
**Post date:** [April 29, 2025, 1:32pm UTC](https://forums.unrealengine.com/t/how-to-create-parkour-mechanics-like-prince-of-persia-in-unreal-engine-im-struggling-with-ledge-climb-and-wall-run/2481316/1 "2025-04-29T13:32:08Z")

</div>

Hi everyone,  
I’m currently developing a game in **Unreal Engine** , and my player wants the character to move like in _Prince of Persia_ — with parkour actions such as **wall running, ledge climbing, vaulting, and smooth traversal** across the environment.

The problem is, I’m quite new to advanced movement systems and don’t know where to start. I especially struggle with implementing a **ledge grab and pull-up system** (like when the character jumps and pulls themselves up onto a ledge), and I’m not sure how to set up a **wall run** system properly.

I’ve looked around, but I’m a bit lost on what’s the best way to implement this. Should I use Blueprints or C++? Are there any starter tutorials, example projects, or marketplace assets that could help me get basic parkour mechanics up and running?

Any advice or beginner-friendly resources would be greatly appreciated. Thanks!

---

<div class="post-metadata">

**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [April 29, 2025, 2:20pm UTC](https://forums.unrealengine.com/t/how-to-create-parkour-mechanics-like-prince-of-persia-in-unreal-engine-im-struggling-with-ledge-climb-and-wall-run/2481316/2 "2025-04-29T14:20:43Z")

</div>

Hello there @annu7300, and welcome to UE!

Since you are just getting started, my first suggestion is to get familiar with all the basics and fundamentals of UE:

> **[Understanding the Basics of Unreal Engine | Unreal Engine 5.5 Documentation |...](https://dev.epicgames.com/documentation/en-us/unreal-engine/understanding-the-basics-of-unreal-engine)**
>
> Essential skills and concepts to help you get started in Unreal Engine.

For the next step, this parkour tutorial should prove useful for your scenario:

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/9/509f14fd666f7c4886c69dd6ebfae45b87da501d.jpeg "Vaulting & Climbing (Parkour) Part 1 - Unreal Engine 5 Tutorial") ](https://www.youtube.com/watch?v=6hPArmWkKJQ)

[![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/0/9/509f14fd666f7c4886c69dd6ebfae45b87da501d.jpeg "Vaulting & Climbing (Parkour) Part 2 - Unreal Engine 5 Tutorial") ](https://www.youtube.com/watch?v=Cgshs4TTi3s)

---

<div class="post-metadata">

**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [October 18, 2026, 9:59am UTC](https://forums.unrealengine.com/t/how-to-create-parkour-mechanics-like-prince-of-persia-in-unreal-engine-im-struggling-with-ledge-climb-and-wall-run/2481316/3 "2026-10-18T09:59:04Z")

</div>

for that set i would split it into three small systems and build them in blueprints first. ledge grab is a forward trace at head height plus a down trace to find the ledge top, then lock movement and play a pull up (timeline moving the capsule or a short root motion), wall run is a side trace for the wall normal plus zeroing gravity along the wall with a max time, vault is just a low ledge grab with a faster mantle.

blueprints first is right, c++ only matters later if you need custom movement modes. start with the third person template character and add one trace system at a time, testing each before the next.

Multiplayer 2D Parkour Game Template, a replicated Blueprint platformer starter for Unreal Engine 5, has the ledge detect plus pull up and replicated platform riding already wired so you can see the pattern working: [Multiplayer 2D Parkour Game Template — Replicated Blueprint Platformer Starter | Fab](https://www.fab.com/listings/704a87be-e4f0-45ee-ba91-5636a70150a7)

its 2d side on, so teh wall run axis differs, but the grab detection and replication setup transfer straight to a 3d character.
