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    ContactLadder MotionGraphState

    Overview

    The contact ladder state handles climbing up and down physics ladders. As soon as the character walks into one of these ladders, the ladder TransformProperty will be set. You should set up an in-bound connection to this state with a TransformCondition that checks if the property is not null, and an outbound connection with another that checks if the property is null.

    The character can exit the ladder by jumping or moving past the ladder limits (horizontal and vertical). Doing either of these will set the ladder TransformProperty to null and the state completed flag to true.

    Inspector

    ContactLadder State

    Properties

    Name Type Description
    Transform Parameter TransformParameter The transform parameter on the graph that is used to attach to ladder transforms in the scene.
    Climb Speed Float Data The maximum climb speed (based on input and aim). This can either be set as a value, or by referencing a float data entry.
    Ground Speed Float Data The top movement speed with ground under foot (top and bottom of the ladder). This can either be set as a value, or by referencing a float data entry.
    Strafe Multiplier Float Data The multiplier applied to the max movement speed when strafing. This can either be set as a value, or by referencing a float data entry.
    Reverse Multiplier Float Data The multiplier applied to the max movement speed when moving in reverse. This can either be set as a value, or by referencing a float data entry.
    Acceleration Float Data The maximum acceleration. This can either be set as a value, or by referencing a float data entry.
    Use Aimer V Dropdown Should the direction of the camera aim influence the vertical move direction?
    • IgnoreAimer = No
    • AimerAbsolute = Direction of aim changes direction of move
    • AimerSmooth = Direction of aim changes direction and speed of move
    • AimerHeading = Direction and speed based on yaw only (factors in both input axes)
    • AimerAllAxes = Direction and speed based on yaw and pitch (factors in both input axes)
    Center Zone Float For AimerAbsolute, the angle past the horizontal you need to aim to flip directions. For AimerSmooth or AimerAllAxes, the angle past the horizontal that reaches full speed.
    Use Aimer H Dropdown Should the camera aim influence the horizontal move direction?
    • IgnoreAimer = No
    • AimerAbsolute = Direction of aim changes direction of move
    • AimerSmooth = Direction of aim changes direction and speed of move
    • AimerHeading = Direction and speed based on yaw only (factors in both input axes)
    • AimerAllAxes = Direction and speed based on yaw and pitch (factors in both input axes)

    See Also

    The Motion Graph

    Motion Graph States

    Motion Graph Parameters And Data

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