⮞ Go to NeoFPS.com

    Show / Hide Table of Contents

    Climbable MotionGraphCondition

    Overview

    The Climbable condition performs is a complex condition which checks if a character can climb onto a ledge. It has a number of steps:

    1. It capsule casts to find the wall surface to climb
    2. It sphere casts up to check available head height
    3. It casts forward into the wall plane at either the maximum climb height or the point the head cast hit in order to check that the space is clear to climb

    The condition outputs the wall normal found in step 1 to a Vector Parameter which can then be used by the Mantle state to actually perform the climbing action. The mantle state performs its own checks each frame so you do not need to keep testing if a wall is climbable once the mantle state has control.

    Since the climbable condition uses a number of complex checks, it is worth putting any cheaper conditions ahead of it in the transition in order to narrow down the situations where it will be checked.

    Inspector

    Climbable Condition

    Properties

    Name Type Description
    Output Wall Normal Vector Parameter The vector parameter used to store the wall normal.
    Check Direction Dropdown The direction to perform the initial wall check in Yaw Forward checks straight ahead of the character. Inverse Wall Normal reads the value of the wall normal parameter above and flips it, casting back into the wall.
    Check Distance Float Data The distance of the initial capsule cast to check wall contact. It is advised to set up a motion data entry and share it with the Mantle state to ensure they have the same value.
    Wall Collision Mask Layermask The layers to check against.
    Max Climb Height Float The maximum height the character can pull itself up to reach the top surface.
    Climb Forward Float After reaching the top surface, this is the distance to move in past the edge before the state completes.
    Output Climb Height Float Parameter An optional parameter to store the climb height.

    See Also

    Motion Graph Parameters And Data

    Layers And Tags

    Back to top Copyright © 2019 Yondernauts Game Studios Ltd
    Generated with DocFX