Directional Climbing
Next we'll need the animation blueprint (and Locomotion states) to know whether we're climbing or not, so lets make a new variable to hold that and set it within the Blueprint Update Animation Even

Anim Graph
Now we can use that bool to add a new state in the anim graph and connect it to all the other states checking that bool

Climbing 2D Blendspace
I have 8 animations (Up, Down, Left, Right, and diagonals for each) so therefor I specify 8 Grid Divisions in the Horizontal and Vertical Axis Settings allowing me to place each animation at the appropriate position.
For the Min and Max axis values we'll match the Max Climbing Speed specified on the character blueprint (120)

Now we can put the blendspace in the Climbing Anim Graph state and we should be good.
Except we still need to feed in the X and Y values of the blendspace.
We can't simply use the character's velocity because it will be rotated along with the character's rotation (our climbing logic) and we just want the raw horizontal/vertical components.
So what we can do is just reverse the rotation to give us the pure unrotated velocity in both directions


And finally, we have climbing animations for our 8 directions!

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