His character approached a broken pillar, angled sharply. Instead of falling, the character adjusted their gait, feet slamming against the angled concrete, running parallel to the ground before leaping off into a wingsuit dive. It was perfect. The system was dynamic, adapting to the world rather than forcing the world to adapt to it.

The code adjusts to non-flat surfaces, ensuring fluid movement regardless of geometry [1.1].

This type of system is commonly used in FPS or fast-paced platformer games [1.1].

Show you where to within your Unreal Engine project folder.

It handles the complex interplay of gravity, surface normals, and velocity for a realistic "stick" effect [1.1].