Throughout the third game project I utilized debugging and line tracing as much as possible in order to allow for quicker testing, especially for the vaulting.
My process for these particular mechanics was to build up from a relatively simple implementation and split the core mechanic up into several functions.

Push and Pull

A basic conditional character speed change under the condition that the player is grabbing an object or not (in this case just if C is pressed or released), in hindsight something that I learned later on when making the mantling system is - setting the boolean logic elsewhere first and then using a true/false branch to set similar changes is a lot more efficient, readable and scalable.

Vaulting & Mantling

I made a vaulting system that utilizes line tracing to detect collision and then determine how to act if a collision was detected, these blueprints were created to work collaboratively with animation blueprints!

Debugging

Quite early on I realized that debugging in UE5 is extremely valuable sheerly due to how much time it saves testing and so I employed it a lot more than i usually would, to aid my problem solving whenever I found myself testing a part of a feature over and over again.