With the “isWallRunning” flag, you can check that in animations if you need to.
To avoid weird angles and glitches, we use the ImpactPoint to snap the player to the hit location, but in your case you might want to handle it differently
With the “isWallRunning” flag, you can check that in animations if you need to.
To avoid weird angles and glitches, we use the ImpactPoint to snap the player to the hit location, but in your case you might want to handle it differently