I’m working on a prototype and wanted to implement a basic ledge grab mechanic, nothing fancy but it’s kind of working… The basic idea is that I’m checking for hit events between the capsule component on my character and some other components. Trying to polish this a bit I’m wondering how I can turn my character towards the location of the hit… The aim is to be able to “turn” the character and momentum of the jump in a straight line towards the hit location. This is because if the character hits the component on an angle the momentum keeps going accross that vector instead of turning towards the hit as a ledge grab should.
A graphical depiction:
And the current blueprint I have: