i am working on a ledge climb system and I am currently refactoring it to make it more reliable.
I am tracing with a sphere towards infront of my character. If it found something, I trace downwards. However, with steeper angles, this produces non-reliable results.
I searched the Web a lot and it looks like that a Plane Intersection algorithm seems the best method, however I am not sure how to implement this.
My idea was to first trace towards the wall again and define a plane out of the point and the hitnormal. Then I trace downwards again and do the same. I then use the cross-product of both normals to retrieve the direction of the Plane Intersection.
And now I am lost on how to go further. I am not sure how to implement the actual plane intersection in Blueprints.
I want to avoid using traces alone because I want to have small cracks that need to be grabbed without any additional collision hints etc.
Does someone have a clue for me how to implement this? (Not a genius in maths, some tips would be nice though)
@name
for responses, I didn't get that message. Additionally it is unclear the usefulness of "uneven shape" ledges, as this requires you to have specified an angle of inclination that counts as a ledge, which you have not done. As it stands this question is not answerable by any one since you have not provided enough information. Plane intersection also does not solve your problem, it does the same thing every one else has mentioned. – Krupip Dec 15 '17 at 15:53