The parkour traversal system for Undying Consciousness, built in Unreal Engine 5 with Blueprints.

The problem

A vault or climb animation is authored against one ledge height. The player rarely meets a ledge at exactly that height, angle or speed, so an unmodified animation leaves hands clipping through the geometry or grabbing at air.

Motion warping

Unreal’s motion warping adjusts an animation’s root motion at runtime toward a target in the world. Each traversal animation is authored once and warped to fit the ledge the player is actually at.

Getting it to look right took a lot of tuning of the warp targets.