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UE5-Modular-Game-Framework/docs/blueprints/03-interaction/21_BPC_ContextualTraversalSystem.md
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BPC_ContextualTraversalSystem — Contextual Traversal System

Parent Class: ActorComponent Category: Interaction Target UE Version: 5.55.7 Build Phase: 2 — Interaction


1. Overview

BPC_ContextualTraversalSystem handles player traversal of environmental obstacles — vaulting, climbing, squeezing through gaps, sliding under obstacles. Uses motion warping and root motion for smooth traversal animations triggered by context-aware detection.


2. Enums

E_TraversalType

Value Description
Vault Vault over low obstacles
Mantle Climb up onto ledges
Slide Slide under low barriers
Squeeze Squeeze through narrow gaps
LedgeGrab Grab and hang from ledges

E_TraversalHeight

Value Description
Low Below knee height (step up)
Medium Waist height (vault)
High Chest height (mantle)

3. Variables

Variable Type Description
DetectionRange float Max distance to detect traversable surfaces
DetectionHalfAngle float Cone angle for forward detection
VaultHeightThreshold float Max height for vault vs mantle decision
TraversalSpeed float Speed multiplier during traversal anim
bIsTraversing bool Currently playing traversal animation
CurrentTraversalType E_TraversalType Active traversal type
MotionWarpingTarget FVector Target location for motion warping
TraversalCooldown float Min time between traversals

4. Functions

Function Description
DetectTraversableObstacle Performs forward trace to detect vault/mantle points
AttemptTraversal Initiates traversal to detected point. Returns bool
ExecuteTraversal Plays traversal montage with motion warping
OnTraversalComplete Callback when montage finishes
CancelTraversal Interrupts traversal (damage/player input)
IsTraversing Returns bIsTraversing

5. Event Dispatchers

Dispatcher Payload Description
OnTraversalStarted E_TraversalType Type, FVector Target Traversal animation begins
OnTraversalComplete E_TraversalType Type Player reaches target position
OnTraversalFailed FText Reason Traversal attempt blocked

6. Dependencies & Communication

System Relationship
BPC_MovementStateSystem Movement mode override during traversal
BPC_CameraStateLayer Camera FOV adjustment during traversal
BPC_StressSystem Stress modifier for close-call traversals

7. Reuse Notes

  • Uses UE5 Motion Warping for accurate target placement
  • Detection uses capsule trace at player height ranges