Treetys Realistic True First-Person Movement Template V1 *Ledge Traversal Questions*

I was wondering how you would go about adding Ledge Traversal to the traversal component. I have been messing around with different ledge climbing tutorials and trying to build my own system using what I have learned, but I am still pretty new when it comes to creating something like this myself, and so far, I have not had much luck getting it to work properly with the Traversal Component in Unreal Engine 5.6. If someone could provide a tutorial or advice that will work with the traversal component that would be appreciated.

Hello there @MARZ64331!

Since you are working on an existing template, your most likely approach would be to work on top of the already existing motions, either adding or modifying them to serve your objective. The problem you will get, is that changing said template won’t be covered in guides, as most of the stuff online brings it’s own logic, traces, and methods.

Still, reduced to simple terms, any ledge system shold have the same three operations to work with: grab the ledge, hang from it, then climb up/let go. The template you are using already detects walls for vaulting and mantling, so you can build on top of that instead of starting from scratch. So, let’s cover a potential addition, step by step:

  • For the grab, open the traversal component and find where it decides between vault and mantle, based on the obstacle’s height. Add one more option there: if the wall is too tall to mantle, but still within reach, grab the ledge

  • For hanging, when the player grabs the ledge, set the character’s Movement Mode to “Flying”, so it doesn’t fall. Then, move the character up against the wall, just below the top. From there, set a bool called “IsHanging” to true, so your blueprint can play a hanging pose

  • If you are letting go, set “IsHanging” to false, and the Movement Mode to “Falling”. Instead, if you are climbing, play the climb animation, then set “IsHanging” to false, and the Movement Mode back to “Walking”

  • Every ledge will be a slightly different height, so to make the climb always end on top of the ledge, you can use Motion Warping, in order to adjust the animation’s movement to reach the target location. If the template’s mantle already uses it, open that and copy the same setup for your climb.

If you need further details on Motion Warping, please check the related UE doc: