
Create a dedicated debug helper header for the climbing system, expose a static print function that displays messages on screen and logs warnings, using a namespace to avoid conflicts.
Explore how to implement climbing by using a capsule trace to detect climbable surfaces, enabling multi-surface checks with a custom movement component and blueprint-exposed parameters.
Explore client physics for climbing in unreal engine 5 c++ by implementing climbing state, capsule trace detection of climbable surfaces, velocity and rotation handling, and snapping movement to surfaces.
Explore cross-product based climb movement in Unreal Engine 5 C++, calculating forward and right directions using the inverse surface normal and left-hand rule to enable up, down, and sideways movement.
We finalize the climbing physics and math, prepare to swap in climbing animations, and clean up debug code before compiling, setting up for more system enhancements in the next section.
Explore Unreal Engine 5 C++ climbing techniques, from ledge moves to climb state transitions. Develop animation blueprints, state machines, and control rig tools for retargeting with Mixamo.
Use control rig to refine climbing animations, bake to control rig, and edit the root control, then create a linked animation sequence and enable root motion.
Adjust the climb down ledge animation by refining the root bone and rotation in sequencer, keyframing movements, enabling root motion, and exporting the linked animation for integration.
Implement hands ik for both hands in the climbing system using control rig. Tune target offsets, interpolate values, and adjust transforms while testing with sphere traces and debugging tools.
Welcome to Unreal Engine 5 C++ Climbing System, in this course, you’ll learn how to build a robust climbing system completely from scratch with a deep understanding of how to handle the climb physics, create climb locomotion, climb up and down the ledge, hand and leg IK using control rig, vaulting mechanics, hopping capabilities and a range of other exciting features for a robust climbing experience.
In the first section, we’ll look into how we can handle the movement for our climbing , and start with a new enhanced input with a custom movement component to handle the basic climbing logic. Then we’ll go over how to use different traces to get hold of all the climbable surface info we need, and handle all the physics code needed in order for us to move our character in a custom movement mode. Once we have a working physics, we’re gonna process all the climbable surface info and calculate the velocity and rotation for our climbing.
In second section, we’re going to take care of climbing up, climbing down, climbing to the left, climbing to the right, climb up the ledge, climb down the ledge, enter and exit the climb state. We’ll begin with a charcter anim instance class in C++ and rebuilding our existing animation blueprint. Then we’ll go through the mixamo animation pipeline and look at how we can make use of mixamo converter to retarget animation. Next, we’ll handle the climb locomotion and create our own algorithms to check if we have reached the floor or the ledge.
In the third section, we’ll build a control rig for our hand and leg IK to fix the placement issue when we are climbing, and we’ll dive into motion warping and enhanced input system to implement features like vaulting and hopping. We’ll start with a handy climb IK trace function in our control rig, and dynamically adjust the position of our hands and feet based on the surface. Then we’ll go into motion warping and create more algorithms to check which surface is vaultable, and dynamically set our target point during runtime. After we have fully functional vaulting mechanics, we’ll dive deep into enhanced input system and look at how we can use it to create a two key action that only be triggered during climbing.