In the previous post I talked about modifying the standard Unreal Engine 4 Character component so that it could climb walls. It worked great for the static platforms and columns I had placed. I figured it would cool to climb up a swinging pendulum. Should be easy, right? I just make a pile of blocks, make them physics objects hooked together with hinges, and I should be able to grab and climb them.

some title

A swinging chain made from blocks.

Well, not really.


Recently I tried updating the Unreal Character so that it could freely climb on blocks. Many modern video games allow for climbing along specific ledges or handholds, but I wanted the character to climb along walls and blocks placed in various (some might say absurd) positions. I also wanted the character to do stuff in a reasonable way: climbing around corners, going over ledges, etc.

Climbing character example

I fiddled with several methods to find and “attach” to nearby climbing walls but most of them were unreliable and/or kind of twitchy. When I found one that works pretty well I thought I would write it up here as a summary/reminder.


For procedural generation jam 2015 I build a maze generator that uses Penrose tiles instead of the typical squares or hexagon tiles.

I've written many maze generators over the years. For example both Six Spells and Chartreuse Warden generate mazes using hexagons. I've always wanted to try some non-standard structures as a basis for a maze, however.


Penrose tiles are interesting because they are aperiodic. Different parts of the tile pattern are very similar but never repeat. Also when you zoom out and view the tiling at a large scale it appears to have fivefold symmetry, which is (I believe) impossible to achieve with regular tiling. I wonder if walking around in a 3D version of this maze would be disorienting since it doesn't match our typical experience with maze layouts...

Load the Penrose tiling maze generator here on