How to prevent CtrlRig Locomotor from walking up walls?

Locomotor works like a charm but one problem, when the feet clip with a wall they get pulled up it. How can this be prevented? It seems like a massive oversight

Video of what I’m talking about.

That pull-up is the Locomotor’s ground trace grabbing wall faces: when a foot is close to a wall, the downward/snap trace hits the wall within its reach and treats it as floor. Fixes, best first:

  1. Trace channel isolation: put the locomotor’s foot traces on a dedicated trace channel (e.g. ‘LocomotorFloor’) that collides only with floor geometry — set your walls to Ignore that channel. The pawn’s collision still blocks against walls normally; only the foot trace stops seeing them. This is the clean fix and what the node expects (ground-only tracing).
    1. Clamp vertical reach: reduce the foot’s max stretch / catch-up height so a foot can never be lifted more than a real step height. Walls taller than that stop being grabbed even if the trace hits them.
      1. Slope limit: if your locomotor setup exposes a max slope/angle for ground candidates, tighten it — vertical wall faces get rejected from ground snapping once the limit is sane.
        1. BP guard: a short horizontal trace in front of each foot feeding a ‘blocked’ blend into the anim BP dampens the locomotor near walls — more work, only needed if 1-3 don’t cover your geometry.
      2. 1 + 2 together is the standard setup; walls sneaking into foot traces almost always means the trace channel is shared with general visibility.

Lifesaver, thank you.

happy to help really