BPC_ContextualTraversalSystem — Contextual Traversal System
Parent Class: ActorComponent
Category: Interaction
Target UE Version: 5.5–5.7
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