Traversal reference¶
The traversal components (logic and ledge tracer) and the in-level tracer preview actor.
How to read these tables
Settings are the values you tune: select the component in your pawn Blueprint (or open the asset) and look in the Details panel under the category shown. Runtime state is written by the system while it runs; read it, do not set it. Functions marked pure have no execution pins. The descriptions are the same as the Details panel tooltips. Default is the class default; where a sample pawn sets a different value on its component, the description says so ().
AC_TraversalLogic¶
/GASPALS/Systems/TraversalSystem/AC_TraversalLogic · parent ActorComponent
Settings¶
| Variable | Type | Default | Description |
|---|---|---|---|
Is Mover CharacterIsMoverCharacter | Boolean | false | True on pawns that use Mover instead of the Character Movement Component; selects the Mover montage, chooser and movement mode paths. Sample pawns: Mover true, Mover Ragdoll true. |
Runtime state (3 variables)
| Variable | Type | Default | Description |
|---|---|---|---|
Doing Traversal ActionDoingTraversalAction | Boolean | false | True while a traversal montage plays; blocks cover and drives the first-person turn toward the ledge. |
Mover | CharacterMoverComponent ref | Character Mover component of the owning pawn, cached at BeginPlay on Mover pawns. | |
Traversal TracerTraversalTracer | AC_TraversalTracer ref | AC_TraversalTracer on the owning pawn, cached at BeginPlay; computes the ledges. |
Functions¶
| Function | Inputs | Outputs | Description |
|---|---|---|---|
AdjustRotationFirstPerson | DeltaTime (Float) | First person only: while a traversal plays, turns the control rotation toward the ledge direction when the view is more than 15 degrees off. Called every tick during the traversal. | |
SetWarpTargets | Adds or updates the FrontLedge, BackLedge and BackFloor motion warping targets from TraversalResult, matching the montage warp windows. | ||
TryTraversalAction | Inputs (S_TraversalCheckInputs), DebugType (EDrawDebugTrace) | TraversalCheckFailed (Boolean), MontageSelectionFailed (Boolean) | Checks for a traversable obstacle ahead (capsule trace, ledge tracer, room checks), asks the montage chooser for a matching traversal and plays it on this machine and on the server. |
SetMovementMode | NewMovementMode (EMovementMode) | Sets the movement mode: Mover pawns queue the next mode, CMC pawns set it on the Character Movement Component. | |
SetReplicationBehavior | ClientAuthoritative (Boolean) | CMC pawns: while ClientAuthoritative, the server accepts the client position and skips movement error corrections so the warped traversal is not corrected. |
Events¶
PerformTraversalAction_Server: Server RPC, reliable.PerformTraversalAction_Clients: Multicast RPC.
AC_TraversalTracer¶
/GASPALS/Systems/TraversalSystem/AC_TraversalTracer · parent ActorComponent
Settings¶
Traversal > Debug¶
| Variable | Type | Default | Description |
|---|---|---|---|
Persistent Show Trace | Boolean | false | Keep the ledge line traces and ledge markers on screen (debug). |
Show Trace | Boolean | false | Draw the ledge line traces for a short time (debug). |
Traversal > Tracer¶
| Variable | Type | Default | Description |
|---|---|---|---|
Min Ledge Width | Float | 70 | Narrowest ledge (cm) that counts as traversable; corner traces probe half this width to each side. |
Max Ledge Sideways Depth | Float | 70 | Maximum sideways depth (cm) of a ledge. Not read by the current tracing graphs. |
Trace Complex | Boolean | true | Use complex (per-triangle) collision for the ledge line traces. |
Min Front Ledge Depth | Float | 37.5226 | Depth (cm) of the width-check line traced into the obstacle behind the hit point. |
Respect Players Facing DirRespectPlayersFacingDir | Boolean | false | Whether ledge detection should favor the player facing direction. Not read by the current tracing graphs. |
Functions¶
| Function | Inputs | Outputs | Description |
|---|---|---|---|
ComputeLedgeData | HitResult (HitResult), PlayerDirection (Vector) | Found Front Ledge (Boolean), Start Ledge Location (Vector), Start Ledge Normal (Vector), FoundBackLedge (Boolean), End Ledge Location (Vector), End Ledge Normal (Vector) | Finds the front and back ledges of the obstacle hit by the initial trace: nudges the point inward, finds the corners, checks the width, then traces up and across to the ledge edges. Returns found flags, locations and normals. |
NudgeTraceTowardsObjectOrigin | HitResult (HitResult) | Moves the hit location 1 cm toward the object origin along the surface so later traces start on the surface. | |
Set Trace Hit Point | HitResult (HitResult), New Impact Point (Vector) | Overwrites only the location of a hit result. | |
TraceAlongHitPlane | Hit (HitResult), TraceLenght (Float), TraceDirection (Vector) | OutHit (HitResult), ReturnValue (Boolean) | Line trace along the hit surface plane in TraceDirection from the hit point; returns the hit and whether it hit. |
TraceCorners | Hit (HitResult), TraceDirection (Vector), TraceLenght (Float) | OfsettedCornerPoint (Vector), CloseToCorner (Boolean), DistanceToCorner (Float) | Finds the corner of the obstacle in TraceDirection: returns the hit point pulled back by half MinLedgeWidth, whether the corner is closer than that, and its distance. |
TraceWidth | Hit (HitResult), Direction (Vector) | ReturnValue (Boolean) | Line trace across the obstacle top, offset by half MinLedgeWidth, to check the ledge is wide enough. Returns whether it hit. |
TryAndCalculateLedges | InitialHitResult (HitResult), TraversalCheckStuct (S_TraversalCheckResult) | Entry point: computes the ledges for an initial hit using the owner forward vector and writes them into the traversal check result. |
BP_TraversalTester¶
/GASPALS/Systems/TraversalSystem/BP_TraversalTester · parent Actor
Settings¶
| Variable | Type | Default | Description |
|---|---|---|---|
Initial Trace DistanceInitialTraceDistance | Float | 600 | Length (cm) of the capsule sweep forward from the tester that finds the obstacle to check. |