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i am working on a ledge climb system and I am currently refactoring it to make it more reliable.

I am tracing with a sphere towards infront of my character. If it found something, I trace downwards. However, with steeper angles, this produces non-reliable results.

I searched the Web a lot and it looks like that a Plane Intersection algorithm seems the best method, however I am not sure how to implement this.

My idea was to first trace towards the wall again and define a plane out of the point and the hitnormal. Then I trace downwards again and do the same. I then use the cross-product of both normals to retrieve the direction of the Plane Intersection.

And now I am lost on how to go further. I am not sure how to implement the actual plane intersection in Blueprints.

I want to avoid using traces alone because I want to have small cracks that need to be grabbed without any additional collision hints etc.

Does someone have a clue for me how to implement this? (Not a genius in maths, some tips would be nice though)

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  • \$\begingroup\$ Unless you need free-climbing, is there a reason you aren't using Actors and Volumes to define ledges? \$\endgroup\$ – JonS Dec 8 '17 at 12:33
  • \$\begingroup\$ @JonS Because the meshes are already simplistic. Assigning Meshes and Volumes for these kind of meshes doesn't make sense to me \$\endgroup\$ – Raildex Dec 8 '17 at 15:34
  • \$\begingroup\$ Still, making specific ledge/grip volumes does make the task easier. Programmatic ledge detection is hard and can be wuite difficult eith even moderate meshes. \$\endgroup\$ – JonS Dec 11 '17 at 2:21
  • \$\begingroup\$ why do you need to use blueprints? \$\endgroup\$ – opa Dec 11 '17 at 19:49
  • \$\begingroup\$ what is wrong with this method? gamedev.stackexchange.com/questions/40302/… \$\endgroup\$ – opa Dec 11 '17 at 19:53
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For ledges, I would trace both horizontal and vertical rays.

Something like shown in this movie by Tim Dawson: still from ledge test movie

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    \$\begingroup\$ I already do this, but with shapes different than cubes, it results in non-desired results. rotate a cube 45 degrees in pitch and it won't find the ledge anymore) \$\endgroup\$ – Raildex Dec 10 '17 at 1:01
  • \$\begingroup\$ If you radially fan out the forward segments, you can approach the wall from an angle. If the wall itself is at 45% angle, it would be more of a hill than a wall w ledge, would it not? \$\endgroup\$ – Bram Dec 10 '17 at 1:26

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