I need help with a rope / chain

Hello,
I have a problem with my chain (static mesh),
I can climb onto it (Up) if I let go, the character falls from the chain. I need the character to stop on the chain after climbing on it. I need my character to go into a chain-hanging state
in which only up and down and jump can move.
Then I do not understand why the character can only enter one chain, the character is within range (as shown on the gif) but there is only interaction with one chain.
The last question in Add Movement Imput is Scale Velue which I promote to varible “Speed Movement” but it doesn’t affect the speed of climbing the chain why?
Thanks in advance for all Answers, Tips that may help me.
I’m sorry if something is not understood, I’m just learning to use Unreal Engine
https://gyazo.com/d64bd007bf7225f7a0e151edfa7aa193
!
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https://gyazo.com/d64bd007bf7225f7a0e151edfa7aa193

I’m not sure about all the chain stuff, but I’m pretty sure that the Scale Value in the Add Movement Input node is for forward/backward, not speed.

Usually 1 is forward and -1 is backward, and it is usually plugged into the input node you get when you make inputs in project settings. I don’t know why it is a float in the first place because the only two numbers I’ve ever seen it used at are 1 or -1. …actually, now that I think about it, maybe you could change your speed by setting it to .5 or something? You could try it! :slight_smile:

I change this value through the variable “Speed Movement” I had to 10 and 500 does not matter the character goes on, the only thing that changes is the speed shown on the gif.
https://gyazo.com/a11600f873fe5d01fb59f7830abd602c

Hi Sacco908,

you should change your movement from “Walking” to “Flying” so that your character won’t be subjected by gravity in absence of input.

You do so by accessing the Character Movement component from your Character:

	GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Flying);

…and back to walking when you’re off the chain:

	GetCharacterMovement()->SetMovementMode(EMovementMode::MOVE_Walking);

(you can do so through Blueprint nodes too)

Hope that helps!

f

on the first blueprint that I showed it works. If I hold the clap, I would like to get the effect of a one-time entry and stop of the character. I don’t know if you know the game (spelunky) but I would like to get a similar effect of interacting with the rope

Looking at your first blueprint, it looks that what you are doing is setting movement to Flying when UP is pressed, and set it back to Walking when it’s released. So the behavior you observe is expected. You’d rather need to have a “isOnChain” boolean and set that true|false according to whether you are on that chain on not; not according to whether you press UP or not! That’s not the only approach that would work, ofc, but possibly one of the simplest.

Will definitely try the boolean on your advice, thanks I wonder there will be no problem with jumping if the character is set to fly?