Hello,
Currently, I'm trying to implement a wall-running system, similar to the Titanfall games, in C++. The way I've thought it should work is to create a "cage" for the player (if the player is a cylinder, then create a cylinder slightly larger as the cage) and detect whether it is colliding with/overlapping another mesh, then if so, create an anchor point at the point of collision. Then, I can use a bit of math and raycasting with the normals of the ensuing surface to figure out the direction the player is moving and where they will end up next, but that part comes later.
The main