So, I watched the demonstration video you gave a link to… It looks pretty good! (That’s exactly the kind of thing I want you to show at the start of your tutorials.)
It looks similar to Assassins Creed or Uncharted.
I do believe those games would use traces and/or sensors to detect a ledge, and determine whether the player could jump to it or not. Sometimes, these types of games won’t let the player jump at all if there’s nothing to jump to. Is that how your game works?
The game I’m planning to make doesn’t work quite like that…
In my game, the player can jump at any time when on the ground or a ledge, and steer themselves midair.
So, all I need is a ledge detector while falling, and nothing more.
That’s why I want you to separate your blueprint functions! (If you need to rearrange a bunch of stuff in order to achieve this, then it might be a good idea to make a backup first. Idk, it’s up to you.) That way, I can find what I need, without having to dig through tons of other information!