Jump/climb system

Hello. I’m trying to implement an jump/climb system in my VR project.

Aim: when controller button is triggered or pressed it generates jump/climb action depending on the place we stay. On flat surface there would be just jump. Close to the wall it should be climb (just disconect vr, move the capsule component up and then forward) only if the button is pressed and kept. Moreover, even if we stay at wall, and the wall is too high or too low (ex. 30 cm.) I expect just jump animation. I tried to figured it out with 3 vectors and any possibilities but problem came then I noticed there would be “C” climbable block (like C shape) and I couldnt match the nodes in that case. Climb animation is simple, just move the whole component player up and forward if there is a place above. I forgot that it should work even when I’am on landing (for example jumping above wide terrain - player reached platform –> can climb)

if there is a possibility to help with nodes? I use VREP.

Hey there @GreyBow8! Welcome to the community! So your issue sounds like you could just use standard (non VR specific) vaulting checks to determine if the player just jumps or begins the climb.

However as you’d noted, objects that have odd shapes could be a bit harder to determine exactly the best way to handle detection. In most cases, it’s best to avoid trying to over-fit for these edge cases. I would ignore those situations and take a more general approach in that your default state is jump if you can’t detect the correct geometry for vaulting/climbing or if the player doesn’t already have a handhold gripped. This should (for the most part) mitigate those edge cases.

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