Advanced Ledge System on Unreal Engine 5 Only Blueprints - Part 02

Опубликовано: 29 Март 2026
на канале: LocoDev
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In this session I show how to build reliable outer and inner ledge corners in Unreal Engine 5 using a tag driven setup, sphere trace logic, and timeline based position correction. We walk through the Blueprint flow that reads tags, derives angles, picks the right montage via an enum, and uses timelines to keep motion smooth and believable.

If you are an indie dev or an intermediate UE learner aiming for AAA like polish, this is a practical look at what works: duplicating ledge segments fast, choosing angles correctly, redirecting traces with movement input, and using clean timelines to correct rotation and location for tight corner moves and freehang navigation.

Most valuable lessons and insights
Make sure each ledge piece has a clear tag for its angle and role. Use simple values like 180 and inner, keep the main angle tag first in the list, and put freehang below so the Blueprint reads the correct index every time.
Make sure inner corners are built from two ledge stripes with a small, sensible gap. Set one piece to 0 and the adjacent piece to inner with a 90 degree tag, then nudge their positions until the trace hits the intended side consistently.
Make sure your sphere trace direction follows input. Map A and D to flip the trace left or right along the ledge so leaping and corner selection choose the right target.
Make sure timelines handle the final alignment. Use a short timeline to smoothly correct both rotation and location after the montage starts, and adjust delay until correction to match the animation so hands land cleanly.
Make sure you centralize montage selection. Use an enum like Left, Right, Up, Down, Outer90, Inner90, Leap and select montages by direction; it keeps the graph readable and makes swaps or retargets easy.

📁 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 Hello and stream setup
00:02:24 Recap and quick edit workflow
00:03:01 Outer corners with 180 tag and overshoot note
00:04:41 Inner corner layout using two ledge stripes
00:07:14 Setting angles to 90 and duplicating segments
00:10:59 Hand contact glitch causes and timeline role
00:12:12 Creating a dedicated inner corner timeline
00:18:12 Input gating while climbing and attach checks
00:24:01 WASD driven sphere trace placement
00:27:14 Reading hit results, impact point, and distances
00:32:21 Leap detection by redirecting the trace
00:36:00 Reading tags safely and ordering angle vs freehang
00:40:39 Direction enum for montage selection
00:45:14 Outer corner detector macro overview
00:47:16 Inner corner detection conditions
00:54:18 Montage by direction and correction strategy
00:59:04 Leap montage parameters and options
01:05:59 Modular ledge placement working reliably
01:06:50 Fine tuning play rate, start position, and correction delay
01:10:29 Retarget to UFN and batch create montages
01:18:48 Structs to organize ledge and freehang montages
01:20:27 Wrap up