In this stream I prototype a drop-from-box to ledge-hang move, then dial in smooth rotation and position correction so the attach looks AAA-level. We cache the character’s falling state, pick the right montage, and fix snapping by timing our corrections and lerps.
If you are an indie developer or an intermediate Unreal learner building traversal, you’ll see practical Blueprint patterns for traces, timelines, notifies, and per-move offsets you can copy into your own project.
Most valuable lessons and insights:
Make sure you cache a wasFalling boolean before switching movement mode; use it to choose catch vs 180 drop montage cleanly.
Make sure your sphere or capsule trace end position is low enough to hit the ledge surface; a small Z tweak often fixes missed detects.
Make sure your rotation lerp uses the correct A and B inputs; swapping them caused snapping until we fixed it and smoothed the curve.
Make sure to store the character’s rotation and location right before the transition; use those saved values for reliable offsets during timelines.
Make sure to debug with a temporary SetActorTransform to verify your target transform math before re-enabling timelines and blends.
Chapters
00:00:00 Testing and plan
00:00:45 Freehang plan and context
00:06:50 Viewer request: drop-from-box to ledge hang
00:10:12 Adjusting trace height to reliably hit the ledge
00:13:04 Choosing catch vs 180 based on falling state
00:17:53 Caching wasFalling before changing movement mode
00:22:03 Rotation snapping discussion and modifier check
00:26:49 Setting up short correction timelines
00:30:29 Snapping cause found: stale location data
00:31:48 Delay, then save transform before correction
00:34:15 Input design talk: space bar vs analog/WASD
00:49:43 Fixing Lerp Rotator by correcting A/B order
01:00:30 Smoothing timeline curves for rotation
01:01:36 Forward offset adjustments during attach
01:05:28 Adding right-vector offset for lateral drift
01:06:44 Using saved rotation for stable offset math
01:07:25 Tuning offsets, landing on 32.5 example
01:25:36 Debugging with SetActorTransform to validate target
01:31:21 Working result and quick recap
01:33:01 Wrap up and next steps
Phrase of the day: “Save the state before you animate the state.”
📁 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