Animation.MatchTarget

regrets

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I want a dynamic multi animation ledge grab/climb system, thru a series of raycasts I get the exact right position for end movement and hand positions, and in an empty scene my matchtarget code works fine. I make sure rootmotion is on and the animation component returns true on IsMatching target, just like in the scene that works, except that with opsive UCC the character instead is placed standing ontop of the box instantly instead of hanging from the ledge.

Is there a bool or script I need to disable at runtime to make this work? Seems like opsive is interfering, and using something like MoveTowards ability would not result in same visual fidelity.
 
My guess is that collision detection is getting in the way. You could disable this on the Character Locomotion component or the ability general settings if you are using MatchTarget within an ability.
 
Just this? EnableColliderCollision layer false? Or detect horizontal and vertical aswell? Didnt seem to work but might be more issues.
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