Looking for Developer to Build a Custom Climbing System in UE5

Hi everyone,

I’m looking for someone experienced with Unreal Engine 5 to help build a custom climbing system for my project.

The climbing style I want is not the usual system where the character moves first and the hands/feet automatically find suitable positions through IK or preset animations.

Instead, I want something closer to the climbing system in Cairn / a limb-by-limb climbing style:

  • The player can move only one limb at a time

    • left hand

    • right hand

    • left foot

    • right foot

  • Each selected limb can move only in simple directions such as up / down / left / right

  • After the player confirms the placement, that limb becomes fixed to the target hold

  • Then the player can move the next limb, and repeat the process

  • Valid placement points / holds would be predefined in the level, likely marked in advance with Blueprint actors, sockets, or custom hold markers

  • While moving a limb, and also after placing it, the character body should slightly adjust / follow the overall pose and balance state

  • So the body is not fully static, but it is also not the standard “move capsule first, then solve limbs” approach

What I need is someone who can help design and implement the full system, likely involving some combination of:

  • character logic

  • limb selection / control

  • hold detection / validation

  • body follow behavior

  • IK / animation blueprint support

  • general climbing state logic

This is for a UE5 project, and I’m open to discussing the best technical approach.

For payment:
I haven’t fixed the budget yet. We can discuss it based on scope, or I can also pay by day rate if that works better.

If you have experience with advanced climbing systems, IK-driven gameplay systems, or custom character controllers in UE5, please reply here or send me a message with:

  • your relevant experience

  • examples of similar systems you’ve made

  • your preferred pricing method

Thanks.

Hi, this sounds like a really interesting system.

I have experience working with Unreal Engine 5 gameplay systems, including custom character controllers and IK-based movement setups. I’ve also worked on interaction systems where control is split between animation logic and gameplay logic, so this kind of limb-based climbing system is something I can help design and implement.

I’d be happy to discuss the technical approach in more detail and see how we can structure it.

I can share relevant examples of my previous work if needed, and I’m flexible regarding pricing (project-based or day rate both work).

Looking forward to your response.

I was interested in a similar Non-VR 'Independent Limb Control & Interaction' concept. I turned to the FAB Marketplace. FAB has tons of Climbing Systems, but, I did not find one that specifically supports Independent Limb Control & Interaction.

The closest asset I found to what I was looking for was the Multiplayer Physics Hands.

The plan was to expand on the Game Animation Sample CMC, Mover, and Locomoto Subystems for unique semi-automated (manual and procedural) Character Mobility Framework with consideration to Skeletal Mesh Animation Sequences, Procedural Mechanical Animation, Ragdoll Physics, Physics & Collision Interaction / Grab Component, Actor & Component Attachment/Detachment, Multi-directional Gravity and Network Replication.

I call this Framework MECHANIME.

I wish you the best of Luck.

Hi, thanks for getting back to me.

Your experience sounds relevant to what I’m looking for. Please contact me by email so we can discuss the system in more detail.

My email is: aa514758835@gmail.com

Thanks.