├── BP_TraversalActionTester.uasset ├── BP_TraversalActionTraceComponent.uasset └── README.md /BP_TraversalActionTester.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MrTapa/DynamicLedgeDetection/6693c834e47165ec8439c4106e562e3f49d5cc77/BP_TraversalActionTester.uasset -------------------------------------------------------------------------------- /BP_TraversalActionTraceComponent.uasset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/MrTapa/DynamicLedgeDetection/6693c834e47165ec8439c4106e562e3f49d5cc77/BP_TraversalActionTraceComponent.uasset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # DynamicLedgeDetection for the Motion Matching Sample provided by Epic: 2 | https://www.unrealengine.com/marketplace/en-US/product/game-animation-sample 3 | 4 | A detailed breakdown of how this component works under the hood is present here: 5 | https://x.com/MrTapa/status/1803587612650635421 6 | 7 | Extract the two uassets in `/GameAnimationSample/Content/Blueprints` of the sample project. 8 | Add the component to the character blueprint found in: `/GameAnimationSample/Content/Blueprints/CBP_SandboxCharacter` 9 | Inside the `Try Traversal Action` function of the character, replace the node inside the step labled `2.2` with a the function `Try and Calculate Ledges` 10 | Now you can remove the assumption about traversable block actors, so right before step 2.2 you can remove the cast to that specific type 11 | Traversal actions should now work for all geometry that `looks traversable` 12 | 13 | This has been tested on the sample project for UE 5.4.2 14 | --------------------------------------------------------------------------------