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)