Hi ,
I took some time to play around with this and have discovered a working (though definitely not the ideal) solution to your ladder.
I will post some images down below, however this is basically what I did:
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Create a blueprint for the ladder object with a static mesh and a box volume over the area that I want the ladder to be.
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In event graph, create a begin overlap and an end overlap state.
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In the begin overlap, cast it to your character blueprint and set movement mode to “flying”
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In end overlap, do the same, except set the movement mode to “walking”
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Compile, save, go to your character blueprint
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For your climb feature, drag off of the event button you want to use (in your case, F) and create a branch node.
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Drag off of condition and create an “is Flying” node, the target should be character movement
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From the true node of your branch, create a gate. I use a timer set from event play to drive the Enter and the branch should be plugged into open. Set the release of F into close. Place your Set actor relative location in the Gate Exit.
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Create a Get Actor Location node and add it to a Get Up Vector node, then break that vector, add 5 to z and make vector to plug into location as you had previously.