Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
Powered by GitBook
On this page

Was this helpful?

  1. Components / Managers
  2. Player Specific Components

Ladder Manager

PreviousEquipment ManagerNextProgress Manager

Last updated 3 months ago

Was this helpful?

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

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.

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.

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, stops 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.