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File multimediali per l'articolo Dynamic Climbing System: 1

Descrizione

A fully dynamic, Blueprint-based ledge detection and climbing system for Unreal Engine 5. Works on any mesh at runtime — no manually placed ledge markers required.

FEATURES

- Real-time two-point ledge detection using capsule traces — adapts to any ledge height, shape, or combination of ledges

- Exposed left-hand, right-hand, and middle placement points for each detected ledge — ready to drive IK or animation blueprints for accurate hand placement on any surface

- Smooth curve-driven transitions into and along ledges, fully tunable via a Curve Float asset

- 8-directional ledge movement (up, down, left, right, and diagonals) with input-alignment scoring so the character moves toward your intended direction, not just the nearest available ledge

- Automatic support for curved/cylindrical walls, with dynamic offset scaling based on local wall curvature

- Clean detach flow that restores movement mode, gravity, and rotation settings

- Built as a self-contained Actor Component (BPC_Climbing System) — drop it onto any Character and wire up a few inputs to get started

REQUIREMENTS

- Unreal Engine 5 or 4 (Blueprint only, no C++ required)

- A "Climb" Object Type set up under Collision (setup instructions included)

Ideal for platformers, adventure games, and traversal-heavy action games looking for an Assassin's Creed / Uncharted-style climbing foundation that's easy to extend.

For any other information consult the Documentation

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