Advanced Ledge System on Unreal Engine 5 Only Blueprints - Part 11

Опубликовано: 29 Октябрь 2025
на канале: LocoDev
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We finish the ledge climb-up feature in Blueprints: bind T, space-check with a capsule matching the player, choose the correct montage, and move the character with clean timelines. You’ll see where to stop timelines, how to gate inputs during the move, and simple tweaks (blend times, offsets) that make it feel AAA.

Most Valuable Lessons and Insights
Make sure the space check matches your character: run a Multi Capsule Trace using the character’s Capsule Radius and Half Height; use a small forward step and a Z offset near 110 so the trace actually hits the landing surface.
Make sure to stop conflicting motion: before playing the climb-up montage, stop all ledge timelines (movement, hang rotation/position) to avoid overlap and snapping.
Make sure players can’t break the animation: gate controls with a can process input boolean during the montage, then restore it on blend out so camera look still works while inputs are blocked.
Make sure montage timing is clean: add an Anim Notify (On Notify Begin) to drive state changes instead of plain delays, and set a short blend out on the previous montage to smooth into climb-up.
Make sure you finish planted: adjust the final landing offset; in this build, setting the vertical placement around 105 felt correctly grounded.

Chapters
00:00:00 Testing and session goals
00:02:02 Plan: climb up on T, then 180° leap later
00:05:09 First space trace spawned and debugged
00:06:08 Rotation modifier logic during falls (motion matching context)
00:11:11 Prep states: movement mode and collision setup
00:16:31 Finding the right climb-up montage
00:22:24 Correct montage chosen and slotted
00:24:05 Trace tuning: lower Z offset from 120 to 110
00:26:07 Climb-up montage plays; continue pipeline
00:33:15 Timeline role for smooth correction
00:37:12 Use Anim Notify instead of raw delays
00:39:46 Order of operations: stop timelines before play
00:47:00 Input gating with can process input (why not disable input)
00:52:51 Where to apply the input gate across actions
00:58:35 Camera look vs. Disable Input: design choice
01:00:02 Pre-climb blend-out to reduce snapping
01:03:22 Attempted bone debug; back to tuning
01:07:54 Climb-up loop working end-to-end
01:11:01 Blend time tradeoffs and curve notes
01:23:05 State cleanup on notify; safe detach phase
01:37:13 Final landing height tuned to 105
01:38:50 Wrap and what’s next

Phrase of the day: “That’s the perfect height for this character.”

📁 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