How can I make a cover system?

Hello everyone I want to make a wall cover system for a third person game, I want to play a different cover animation when the character is crouched or standing, facing left or right, with or without weapons, and if near the edge or the middle of what your taking cover against.

How do I make surfaces that when my player is near them they will be pulled into a cover animation and be able to move along the surface, I am trying to achieve a cover system similar to Metal Gear Solid Ground Zeros or Watch Dogs.

I am new to all this and would like to keep my game in blueprint if at all possible, thanks you for any assistance

Just an idea.

You could do raycasts from specfic sockets in your skeletal mesh (from knee and chest) to a small distance less than 1 meter. Using this you can decide if there a wall that you can stick to. I said two sockets becuase that will let you know if you should crouch or not (if the cover is a small object).

Once the trace is success you will get the htinormal back and you can use this to rotate your character correctly. The rest of the trick is in your charcter movement component. Once he is in cover, and he pressed movement keys, you should continue tracing to make sure the cover is still there. If it is, restrict the movement along the tangent plane of hit normal.

Then ofcoucre you will have to switch between animations.

NOTE: This is just an idea. I have not tried it myself. Search in UDN forums and might find some better options

Please put example blueprint here…@mindfane and please send exmple blueprint from email raveloglennorkhris@me.com. Thanks

I don’t think you can make an example blueprint for such a topic. This takes a lot of time to work out. He gave you the idea and i would do it the same way.

You only need a state for you character, where he’s only able to move left and right + a system to detect, that he can’t leave the bound of the wall without exiting the cover state. (maybe raycast left and right of the character).