I tried looking up a way to set up simple wall running, and I have a blueprint that triggers a gravity change on component begin overlap for a collision box I have set up in the middle of the character mesh. I have selected generate overlap events on the collision box, and also on the geometry brush walls I am using to try and wall run along. However On Component Begin Overlap never triggers, neither does End Overlap, unless I look down all the way and then both trigger simultaneously. Furthermore, when I am standing next to the wall where the collision box should overlap it, Begin Overlap Event is never triggered and neither is End Overlap. I am not sure what is wrong here. Does anyone have any ideas?
Ok, I also tried using Hit Event instead of Overlap and I turned on simulate physics and hit events on both the brushes and the collision box, but it didnt work either. Is it a parent component issue?
Ok guys, I found a solution. For anyone that is curious, what you need to do to get wall running working is to do a spherical collision trace by channel around your char. Set the radius however big you want it to pickup the wall immediately next to you, then configure the appropriate gravity/air control/launch logic when the return value of that collision trace is the condition in a branch to trigger wall run logic. Break up the impact normal from break hit result from the sphere trace into x and y parts, multiply by a scaling float to get usable launch velocities that you can tune, then plug that into launch velocity with make vector. If you want a blue print I can post one.