Types of objects we can traverse.
Min Distance from Obstacle
Minimum distance from an obstacle to be able to traverse it. This is further scaled with the velocity of the character.
Max Distance from Obstacle
Maximum distance from an obstacle to be able to traverse it. This is further scaled with the velocity of the character.
Height at which we start tracing for the height of the obstacle we’re trying to traverse.
Height at which we stop tracing for the height of the obstacle we’re trying to traverse. This should be superior to all the heights in the chooser table.
Distance forward at which we start tracing for the length/depth of the obstacle we’re trying to traverse.
Distance forward at which we stop tracing for the length/depth of the obstacle we’re trying to traverse. This should be superior to all the lengths in the chooser table.
Min Gap Length Trace
Distance forward at which we start tracing for the gap we’re trying to jump over.
Max Gap Length Trace
Distance forward at which we stop tracing for the gap we’re trying to jump over.
Whether character should automatically try to traverse an obstacle if they collide with it while falling. This usually done for mantling only.
The name of the right foot bone of the character, usually foot_r.
The name of the right foot bone of the character, usually foot_l.
Actors with this tag will not be traversed even if detected.
Whether your character uses motion matching, in which case we try to find the best pose in the best animation from the traversal pose database for each traversal.
The tag of the PoseHistory node in your Animation Blueprint.