# Ladder Manager

<div align="left"><figure><img src="/files/P7SrYbuEtd8dGRQFg26x" alt=""><figcaption></figcaption></figure></div>

The **Ladder Manager (AC\_LadderManager)** is an  optimized, animation-driven component responsible for handling ladder climbing states and ensuring smooth, root motion based traversal mechanics. It manages player conditions while climbing and provides animation state updates based on movement input.

It is added to the **Character** class by default **(B\_Soulslike\_Character).**

The Ladder Manager component has a **LadderAnimset** asset which contains all climbing related montages (climb up/down, climb out from top/climb in from top). This can be replaced/modified to define custom animations for different characters

<figure><img src="/files/4r16lGJXIcCCULNUzRpW" alt=""><figcaption></figcaption></figure>

Additionally, provided with the framework is also a **fully procedural ladder actor (B\_Ladder).** You can create a ladder of any size and adjust it to your liking.

{% hint style="danger" %}
Please note that the **provided ladder animations** in the framework **have been altered/adjusted with the Control Rig** to be *compatible with the default settings for the ladder actor.*
{% endhint %}

<figure><img src="/files/7U7TyPc8xr0DbBnoaP77" alt=""><figcaption></figcaption></figure>

### **How It Works**

* When **interacted:** Rotates/lerps player to the correct world position & updates the **IsOrientedToLadder** flag accordingly.
* When **climbing:** Adjusts player movement mode to **Flying, s**tops movement immediately, disables rotation, adjusts braking deceleration and notifies the **Action Manager** that the player is currently on a ladder to avoid queueing of actions in the **Input Buffer**.
* When **climbing off the ladder:** Stops climbing state, plays out the related montage, switches movement mode back to **Walking/Custom.**
* When **climbing down from the top:** Ensures that the player is NOT already climbing, plays the related montage and transitions the character back into climbing mode.
* If player **sprints while climbing:** Applies a multiplier to the related animation's play rate, allowing the player to climb up/down faster.

<figure><img src="/files/GLdjSXRoth0LvMyxJQrK" alt=""><figcaption></figcaption></figure>


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