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Documentation: Replicated Vaulting and Mantling
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Component Settings

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Vaulting

Vaulting

Vaulting Algorithm

Vaulting is done in a number of steps
Trace forward and look for obstacle
If obstacle is found, compute its dimensions (height and length)
Play VaultMontage
During animation, interpolate the character’s position to vault :
vertically upward before the obstacle with Montage Notify MN_Vault_InterpUpward
horizontally forward along the obstacle with Montage Notify MN_Vault_InterpForward
then vertically downwards after the obstacle with Montage Notify MN_Vault_InterpDownward
4.VaultExpl.png

Vaulting Settings

You can change the Vaulting settings in the Component under Details Panels
image.png
bVaultingEnabled: Can the character ever vault?
bCanVaultWhenNoLanding: Can the character vault even we couldn't find a landing location (if the obstacle is at the edge of a cliff/wall, for example)
MinVaultLength: Minimum obstacle length to be able to vault over it
MaxVaultLength: Max length to vault, anything above this length and character will try to mantle instead if bMantleIfVaultFails is set to true or do nothing otherwise
MinVaultHeight: Minimum obstacle height to be able to vault over it
MaxVaultHeight: Maximum obstacle height that we can vault over
VaultLandingPositionOffset: A forward offset applied when landing from the vaulting.
4.5.VaultExpl_Offset.png
Vaulting Vertical Interp Duration: The duration of the vertical interpolation during the vaulting montage. Basically how long it should take the character on the ground to reach the top of the obstacle.
Vaulting Forward Interp Duration: The duration of the forward interpolation during the vaulting montage. Basically how long it should take for the character to forward traverse the length of the obstacle.
Vaulting Downward Interp Duration: The duration of the downward interpolation during the vaulting montage. Basically how long it should take for the character to descend back to land after having traversed the obstacle.
Vault Montage: Montage to play when vaulting. Should should have ForceRootLock checked and contain the three aforementioned montage notifies MN_Vault_InterpUpward, MN_Vault_InterpForward and MN_Vault_InterpDownward
image.png

Extra Vaulting Settings

Extra Settings

Ignored Tag : Any actor with this tag cannot be vaulted/mantled upon
Max Distance from Obstacle : The forward trace distance when trying to find an obstacle to vault/mantle upon. If actor is too far, the vault/mantle will fail.
bIgnoreClientErrors : If true, we should ignore server location difference checks for client error on this movement component. This can be useful when character is jittery during vaulting/mantling/sliding.

Changing the type of objects we can vault/mantle

Under the variables category Utilities - Traces, you can set the types of objects that the traces detect in order to be able to vault/mantle on them.
image.png
You can also add the IgnoredTag to any object in the world and the character won’t be able to vault/mantle on it


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