# Hanging from ledges A character can hang from a ledge by its hands, move along it, go round its corners, climb up from it, let go or jump off it. Like the other moves, every step runs inside the movement system's prediction, on CMC and on Mover. ## Getting onto a ledge | How | When | |---|---| | Jump at it | A ledge higher than **Climb Max Height** (300 cm) and up to **Hang Max Height** (360 cm) above the feet. With **Hang Instead Of Climb** on, ledges in the climb range are hung from too | | In the air | Jumping or falling into a ledge above the mantle range while pushing toward it, with **Grab Ledge In Air** on. Within reach of the hands only | | Drop down to it | Walking out over an edge with a drop of at least **Drop To Ledge Min Drop** (150 cm) and pressing jump: down to hang from that edge, facing back at it. Only at **Drop To Ledge Max Speed** (200 cm/s) or slower, so a running jump off an edge stays a jump | The first is the kind **GrabLedge**, the last **DropToLedge**. Both end in **Hang**. ## On the ledge | | | |---|---| | Along it | Push left or right (**Hang Shimmy Speed**, 120 cm/s). It follows the ledge's height and the wall's shape, and stops at an end with no corner | | Corners | Inside and outside corners are gone round on their own, as a short move of the kind **HangCorner** (**Hang Corner Duration**, 0.35 s) | | Climb up | Jump: up onto the top if there is room (**ClimbFromHang**, **Climb From Hang Duration**, 0.9 s) | | Jump up | Jump with no room on top: up to the next ledge above on the same wall, up to **Hang Jump Up Reach** (150 cm) higher (**HangJump**) | | Jump across | Jump while pushing left or right where the ledge ends or steps: across the gap to the nearest ledge about as high, up to **Hang Jump Side Reach** (200 cm) away (**HangJump**, **Hang Jump Duration** 0.5 s without an animation) | | Jump off | Jump while pulling away from the wall: away and up (**Hang Jump Off Speed**, **Hang Jump Off Up Speed**) | | Let go | Pull away from the wall | Where the capsule hangs is set by **Hang Ledge Above Head** (how far the top of the ledge is above the top of the capsule, 30 cm) and **Hang Wall Gap** (4 cm). ## Animation **Hang Animation** loops while hanging, at the speed of the shimmy, backward going left, still when still: the same as the ladder cycle. **Grab Ledge**, **Drop To Ledge**, **Climb From Hang** and **Hang Corner Animation** play once and set those moves' durations. `GetHangShimmyRate` gives the shimmy for an Animation Blueprint of your own, -1 to 1. **Grab Ledge Animation** is for catching a ledge in the air. A jump up from the ground plays **Grab Ledge From Ground Animation** instead (crouch, jump, catch, swing), or the air one when that is empty. From the ground the capsule goes up and in to the wall in one line, as a jump does. A one-shot animation holds its last frame until the move ends, so going on into the hang or the ladder cycle never drops to the base pose in between. Each move that ends facing a wall (onto a ledge, down to one, round a corner, onto a ladder from its top) turns the character to face it along the path, on every machine. Dropping down to a ledge turns in the first **Drop To Ledge Turn Share** of the move (0.35), while crouching at the edge, so the body goes over facing the wall. ## Hanging freely With nothing under the feet (a beam, an overhang, a slab off a wall), **Hang Free Animation** loops instead of **Hang Animation**: legs loose instead of feet on the wall. Each machine checks it from where the character hangs, so it costs nothing on the network. Without a free hang animation the hang animation plays as before. **Hang Jump Up**, **Hang Jump Left** and **Hang Jump Right Animation** play once for the jumps from ledge to ledge and set their durations. `GetTraversalAnimationVariant` says which: 0 up, 1 left, 2 right. ## On Mover Add the mode `TraversecraftHang` → **TRC Mover Hang Mode** next to the other two (see [Getting started with Mover](../getting-started-mover/)). `UTRCCharacterMoverComponent` has it already. ## Turning it off **Allow Hang** under **Moves** turns off all of it, the jumps from ledge to ledge included (or set their reaches to 0). A ledge in the hang range is then left alone, and one in the climb range in the air is climbed as before.