Source-like Ladders in Unreal Engine - UE 5.3 Tutorial
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- เผยแพร่เมื่อ 27 ส.ค. 2024
- Tutorial on how I came up with recreating ladders in UE5 that function like they do in Source games like Half-Life 2.
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Finally a ladder tutorial that is most like what I need the ladder to do. Just need to figure out how to limit the rotation between -90 to 90 degrees rotation to face the ladder and holstering the weapon but I'm sure with this i can figure it out.
Another thing I would like to add is a distance from spline offset because i plan on making a climbing rope type version from games like "Half-life Opposing Forces" and the "Thief" series which means the player will have to be a lot closer to the rope than the ladder and would probably be better centering the spline in the rope mesh itself.
For my needs this is a great start and I thank you for it.
Awesome, thanks for watching :)
For rotation conditions I always reference the player character and use the condition Get Look At Rotation = Get Actor Rotation, then it should give you a deviance tolerance which you'd set to 90 degrees in the Z axis. Only thing is you may want to change it from on overlap then, maybe use an interact action.
For rope mechanic I'd have to give that some thought. Maybe something like a physics based rope mesh which you align spline points with its bones. Ideally something procedural though. OP4 was ahead of its time on that one for sure, even if it was a bit janky lol. Love to see HL games are still inspiring :)
@@peanut_games Oh man..Been so busy with my own project these past 3 weeks that I totally forgot to check for replies.
Yes, I am using a modified version of this tutorial ladder. It dynamic rungs and rotation limited as I had wanted before. And no i tried to modify the lessons learned into a janky physics rope version but it something that I will probably scrap unless you have a better follow up on this.
Instead I made a none physics based version that just a mesh but really a ladder where the spline rotates around the Z Center point of the mesh when strafing left and right.
Lastly, i mage a Ivy climbing volume lets.thw spline slide in the local X axis to allow side ways movement within the limits of the collision volume so that o can place it along sections of wall where ivy, chainlink or other climbable wall sections would be.
This method is way better than almost all other ladder tutorials on TH-cam. Thanks Peanut...
@@ninjabuntu That's great to hear, glad I could help.
I'd probably agree that a physics based one is going to be janky. I think non-mesh is the way to go so you can easily resize etc. Maybe it's worth looking into the cable actor/component as well? I think you can have one end loose.
I'd like to take a shot at a rope mechanic too at some point but I also have a lot going on right now lol
Oh sweet!
Looks quite nice and feels nice to climb. Question tho. How can we make this more modular and reusable. We have a reference to the BP_Ladder. For example I have a boat that is a BP as well. And I want to add stairs on the side. Do the same logic but with BP_Boat and not BP_Ladder? Think I would have to have separate Component for each BP I want to have ladders on ( mostly different boats in my case ) Meh gonna test it and see what I come up with and share with ya. Cheers!
I'd just add a Child Actor Component to your boat and make it a BP_Ladder
@@peanut_games Tbh I m kind of stupid haha. Totally forgot about that option... Thank you so much :D
@@borisaceski6401 lmao no worries