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Modes

Crucial element of Traverse System that describe state of character movement (in parallel to stock movement mode) - only one active at time. Traverse mode class offer access to blueprint implementable/native events CanSetMode, SetMode, UnsetMode, GetBonePlacement, GetTargetBonePlacement, blueprint callable/pure functions CheckCollision, IsActive, GetTraceResult, UpdateBonePlacement and much more.

Ground

Base traverse mode for walking and falling movement modes (still usable in other traverse modes).

Sprint gait is included triggered by Input Action set in SprintInputActionSettings.

Ground Crouch

Separated mode for crouch gait triggered by Input Action set in CrouchInputActionSettings.

Ground Drop Lift

Transition mode from Ground to Ground mode - climb up without ledge state using montage.

Ground Drop Grab

Transition mode from Ground to Ledge mode - climb up using montage.

Ground Drop Ledge

Transition mode from Ground to Ledge mode - drop down to ledge from higher elevation.

Dash

Simple dash implementation that quickly travel character. Enabled from Ground Mode and falling movement mode.

Vaulting

Jumping over obstacle through montage animation. Requires surface collision channel Vault set to Block.

Ledge

Default mode for ledge climbing for idle that allows for small capsule adjustment after CheckCollision validation (will cancel mode and return to ground mode). This check is especially needed when hanging on rotating/moving platforms. Requires surface collision channel Ledge set to Block. Using custom physics mode.

Ledge Move

Non root motion horizontal movement on ledge. Animations are set based on movement - e.g. left, right animations.

Ledge Climb

Similar to ledge move for horizontal movement ledge but motion is driven based on animation motion warp states. Additionally allows for vertical movement. Currently triggered using Shift + Directional input.

Ledge Corner Inner/Outer

Modes for cornering the ledge.

Ledge Release

Transition mode between ledge and ground mode using fall movement mode.

Ledge Drop

Transition mode between ledge and ledge below using animation montage.

Ledge Lift

Transition mode between ledge and walkable surface above using animation montage.

Ledge Grab Behind

Transition mode between ledge and ledge behind.

Ledge Jump

Similar to ledge climb but for further distanced. Triggered by Jump input + Directional input.

Jump from Surface

Set when falling and near surface in front of character will bounce off after jump input.

Fall Lift

Set when falling and near ledge will traverse to surface above. Triggered currently from jump input pressed.

Fall Grab

Set when falling and near ledge will climb to ledge. Triggered currently when const input pressed.

Wall Run

Set when falling and near surface with proper collision settings (collision channel WallRun set to Block). Additional conditions need to be met in TryWallRun that is called from CanSetMode function (usually from TrySetMode).

Zipline

Zipline traversal actor is built from two bases and spline component between them. Set when falling and near zipline. First will travel towards zipline and further along the spline. Jumping off is allowed by default.

Beam

Similar to zipline character will move along the spline set in Beam traverse actor. There are available two versions: free movement (can change direction along to beam, bLockDirection to false) or directional (move along direction determined on mode set, bLockDirection to true).

Ladder

Ladder actor can be mantled from bottom, top or by jumping on. Offers modular steps logic with custom step size and procedural hand placement based on handle location.

Sliding

Works best on slope surfaces due to acceleration based on slope angle that affects velocity that needs to met certain threshold in order for mode to stay active. With proper parametrization (e.g. lower minimal velocity) can slide further on flat surfaces. Requires surface collision channel Slide set to Block. Using custom physics mode.

Gliding

Basic gliding mechanic using falling movement mode.

Rope Swing

Currently in development. Using custom physics movement mode.