Advanced Ledge System on Unreal Engine 5 Only Blueprints - Part 21

Опубликовано: 04 Ноябрь 2025
на канале: LocoDev
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In this live session, we replace timeline-driven corrections with Motion Warping to achieve smooth ledge attachment and shimmy movement. You’ll see how to place the notify window, feed warp targets from Blueprint, and tune small offsets so hands land where they should.

We also add angle logic for drop-downs to choose between a straight drop and a 180 turn, and cover when it still makes sense to keep timelines for corners. Ideal for indie devs and intermediate learners building AAA-inspired traversal.

Most Valuable Lessons and Insights
Make sure to use Motion Warping for ledge attach and shimmy; it removes snapping and feels smoother than timeline-based corrections.
Make sure your notify window fully covers the travel so Motion Warping overrides root motion until the hands settle correctly.
Make sure to set the warp target every time before playing the montage (location and capsule rotation) and rotate the capsule, not just the mesh.
Make sure to gate player movement until the montage Blend Out or Completed, otherwise multiple montages can stack and fight root motion.
Make sure to handle special cases: use Motion Warping for straight moves and timelines for tricky corners if your corner calculations cause snap-back.

📁 Resources & links
Download all the project files from all the livestreams:
  / locodev  
Document of the Ledge System(work in progress
): https://docs.google.com/document/d/1z...
📌 Unreal Engine Version used: UE5.5
Link of the animations I'm using: https://www.fab.com/listings/fbfda52a...

👇 Follow me on social media:
Discord Server:   / discord  
Twitter:   / locodev7701  
Instagram:   / devloco  

Chapters
00:00:00 Intro and goals for Motion Warping
00:13:13 Corner tests and why timelines may still be needed
00:17:31 First clean transition with Motion Warping
00:29:02 Freehang polish and hand placement passes
00:30:15 Fixing drop-down behavior and choosing animations
00:36:03 Debugging angle delta and printing values
00:38:00 Threshold logic to choose 180 vs straight drop
00:39:20 Notes on missing left-turn animation and workarounds
00:39:33 Wrap up and next steps