I made a complete ladder locomotion system. A huge waste of time. But it was fun to make something outside of the ordinary locomotion systems.
Features:
* Full net prediction via CMC + GAS
* Custom PhysLadder CMC physics mode
* Glues character to nearest rung when idle, and only the right vector when moving
* Complete implementation of MaxAcceleration/MaxSpeed/Friction/BrakingDeceleration
* Built independent of the Z axis so that angled ladders are fully supported
* Ladder locomotion system
* Full distance matching so animation always matches the movement 1:1
* Ascend/Descend and Left/Right Phase handling
* FBIK for placing limbs on ladder rungs
* Created custom node for control rig that allows control rig to pass in pre-pose bone locations and glue the limbs to their nearest rungs using FBIK (using modified position means the movement from the FBIK causes conflict next update)
* AnimModifier that extracts bone velocity to change the strength of the FBIK limb springs based on bone velocity
* Detection for entry/exit from ladder and GAS setup
* Almost entirely procedural, built into my traversal system (mantling, vaulting, etc)
* Jump handling (montage based) for jumping off ladder
Gonna @ a few people who I want to show: @lost stump @dry kelp @half epoch @mental ice @vernal vessel
And @quartz hemlock make sure to super react with a heart so people think this is more interesting than it actually is 
