I’m implementing a vaulting and climbing system with four animations: vault 1m, vault 2m, climb 1m, climb 2m. The animation and detection side is straightforward, but I’m stuck on the capsule collision problem.
The issue: My character’s capsule hits the obstacle during vaulting animations. For low obstacles (~1m), Root Motion lifts the capsule root bone just enough to clear it. But for anything taller (~1.5-2m), the capsule physically can’t get over — the character gets pushed back by collision even though the animation looks correct visually.
What I’ve considered:
Temporarily shrinking the capsule (half-height/radius) during the montage — works, but introduces mesh offset issues and feels hacky.
Spawning a temporary invisible ramp/helper collision in front of the obstacle so the capsule rides up naturally — seems cleaner, but I haven’t seen anyone talk about this approach in tutorials.
Motion Warping — handles animation target alignment beautifully, but doesn’t affect capsule physics at all, so the collision problem remains.
My questions:
What approach does Lyra actually use? I know it handles vaulting/mantling — does it shrink the capsule, use helper geometry, or something else entirely?
Is the “temporary ramp collider” approach a known pattern? Any gotchas with it (network replication, physics timing, etc.)?
How do commercial UE projects typically solve this? Every tutorial shows vaulting over knee-high obstacles, but no one talks about what happens at chest-height walls.
Would appreciate any pointers, especially from anyone who’s shipped this in production. Thanks!