An hour and a half yesterday and then I think an hour two nights before that.
In efforts kick-start LD, managed to rip away from other functions and disconnect all the item function. PLUS watched some LD Design bits on the internet that reminded me it'd be worth setting hard metrics in-mind. I basically already did with the provided grid blocks but wanted more precision.
So first I made a level map for metrics, just for measuring the player's capability, and then measured the upper and lower bounds for each climb function. From left to right, step over, fast climb, normal climb, jump to reach and then slow climb, and last unreachable for climbing height.
There was an issue with the lowest climbing where above 0.45m you didnt step up, but also below 0.75m the climb function didnt reach it so player would just jump and kind awkwardly trip forward. So most of yesterday was noodling around with BPs and numbers to fix that, Now the player discreetly either steps up or fast climbs.
Last thing was I made colored versions of the grid materials. Better motivation for building an environment meant to look like something (A grimy port-town alley, street, and coast). Though and/or clearly signpost things like different highest of ledges with different accessibility aye.
UE5 First person dishonored-like stealth navigation and combat.
Round out basic mechanics and systems to then build a robust and polished level design to play around it.