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Initial Setup

Thanks for purchasing Spectral Traverse System! Once you've downloaded the plugin and enabled it in your project, this is how you start to use it!

Info

This plugin uses a lot of other Unreal Engine concepts to achieve full functionality. It's recommended that you have a firm grasp on Unreal Engine, Character Movement Component, Animation System, Control Rig, Motion Warp, Gameplay Tags.

DefaultEngine.ini

Various mode requires collision channels to be defined in project settings or config file. Second option described below: In your DefaultEngine.ini, add the following lines to the [/Script/Engine.CollisionProfile] section (Create it if it doesn't exist)

```
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Vault")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel12,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="FreeClimb")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel13,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Grapple")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel14,DefaultResponse=ECR_Block,bTraceType=True,bStaticObject=False,Name="Traverse")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel15,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="WallRun")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel16,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Slide")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel17,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="Ledge")
```

It's a good practice to add collision profiles so you can use them on different assets. Example below:

```
+Profiles=(Name="LedgeStatic",CollisionEnabled=QueryAndPhysics,bCanModify=True,ObjectTypeName="WorldStatic",CustomResponses=((Channel="Traverse"),(Channel="Ledge")),HelpMessage="Needs description")
```

Character/Components

Reparent your base character class to SpectralTSCharacter or just override character movement component with SpectralTSCharacterMovementComponent. Plugin requires also MotionWarpingComponent (for animation montage to work properly) and SpectralTSTraverseComponent (global settings, logic for Traverse system).

Animation Blueprint

Use SpectralTSAnimInstance as your animation blueprint parent class. It is recommended to use ABP_Manny (or retarget version) as your base class. Linked Anim Layers with Anim Layer Interface are used in Anim Graph to increase modularity of the system. We are using custom anim node BlendPosesByTag to blend between multiple poses using Gameplay Tags. Gameplay Tags activated from Traverse Component are stored in SpectralTSAnimInstanceProxy. You can access them from Proxy variable in SpectralTSAnimInstance.

Player Controller

There is no needed to reparent your player controller to plugin class since it doesn't have any functionalities required for plugin to work but this might change in the future.