# Ladders Add a **TRC Ladder** component (`UTRCLadderComponent`) to the ladder's actor and place it at the foot of the ladder, on the climber's side: - its **Z** axis runs up the rails. Tilt the component to match a leaning ladder; the climber stays upright and follows the slope; - its **X** axis points out, toward where the climber stands. The ladder's own mesh has to block the traversal trace channel (Visibility by default), because the jump finds the ladder by tracing into it. | Setting | Default | What it does | |---|---|---| | Height | 300 | Length along the rails, in cm | | Width | 60 | How far to each side of the centre it can be grabbed, in cm. The climber stays where it grabbed | | Stand Off | 8 | Gap between the capsule and the ladder, in cm | | Climb Off Top | on | At the top, climb over onto what is behind the ladder, if there is room, and get onto it from up there. Off for a ladder that leads nowhere | ## On the ladder | | | |---|---| | Grab | Jump in front of it. Falling into it while pushing toward it grabs it too (**Grab Ladder In Air**). Walking into it can grab it with no jump (**Grab Ladder By Walking**, off by default) | | Climb | Push toward the ladder to go up, away from it to go down (**Ladder Speed**, 200 cm/s) | | From the top | Standing at its top, walk out over it and jump: over the edge and onto it, facing it (**Ladder From Top Duration**, 0.7 s, or the **Ladder From Top Animation**). It is its own kind, **LadderFromTop**, for events and animation | | Slide | With **Ladder Slide Speed** above **Ladder Speed** (off by default), pulling away at full input slides down at that speed. **Ladder Slide Animation** loops while it does | | Off the foot | Keep going down | | Off the top | Keep going up: it climbs over in **Ladder Top Exit Duration** (0.6 s) | | Let go | A new jump press: away and a little up (**Ladder Jump Off Speed**, **Ladder Jump Off Up Speed**). The press that grabbed the ladder does not count, even if the key is still held | The ladder being climbed is part of the predicted state on both movement systems, so every one of these is predicted and checked by the server like the other moves.