This is a reference for predefined Mirror's Edge specific volumes. To see and edit splines, disable bHideSplineMarkers and enable bAllowSplineControl in the volume properties under TdMovementVolume.



TdBalanceWalk forces the player to move along a path defined by splines while balancing by strafing. If random balance changes are not corrected by the player, they will exit the volume to one side. The player cannot jump while balancing, and must be supported as the volume itself does not prevent the player from falling.

This volume does not have specific properties.


TdLadderVolume creates a ladder or allows the player to climb a vertical pipe. The volume's facing vector, indicated by a wireframe arrow originating from the volume's origin, determines the orientation of the climbable axis, which runs vertically through the origin and terminates at the vertical limits of the volume at creation. After creation, changes to the volume's dimensions do not effect its functionality. The player may only use the ladder or pipe on the side opposite the vector, and will be facing the vector while using the volume. 

The volume will activate if the player is facing the climbable axis and is either airborne or standing on a surface no more than 88 units below the lowest rung. The player may exit the volume by reaching the top of a volume that allows exit, or jumping off or crouching at any point. If the lowest rung is 56 units above a surface, or lower, or the player otherwise collides with a surface or object, the player will exit. If the climbable axis of a ladder volume is not vertical, the editor will crash.


  • bCanExitAtTop: Enabled by default, allows player to activate an exit animation upon reaching the top of the climbable axis. The animation is determined by LadderType.
  • LadderType: Determines whether the volume uses pipe or ladder animations, and whether the ladder rung guides are displayed. LT_Ladder is selected by default, with LT_Pipe available.
  • StepHeight: No known effect.


TdLedgeWalkVolume forces the player into the ledge walk or narrow space animation along a defined path. The small orange arrow indicates the direction that the player will face while the volume is active. The path is determined by the position of 3 splines, but the player must be supported as the volume itself does not prevent the player from falling. Collision with an object or geometry will prevent traversal but not cause the player to exit the volume. The player may exit a narrow space or ledge walk at either terminating spline, and may jump off during a ledge walk.


  • LedgeWalkType: Determines whether the player can jump while the volume is active. LWT_NarrowSpace can only be exited at the terminating splines, LWT_Ledge allows the player to jump and potentially exit the volume.



TdSwingVolume enables the player to hang, swing, and traverse sideways on a horizontal object. The horizontal arrows indicate the directions in which the player may swing, and the vertical arrow must be pointing down for the volume to function normally.The player will hang from, and be able to traverse along, a horizontal axis perpendicular to the arrows and centered on the volume origin. The axis is as wide as the volume.


  • bSnapToCenter: Upon triggering the volume, the player will be snapped to the center of the volume. Disables traversing the bar.
  • bThickGrip: Unkown, might effect trajectory when swinging off of bar.


TdZiplineVolume TdZiplineVolume creates a one-way zipline that the player activates while airborne. Upon collision with a curve defined by splines, the player will be accelerated along that curve in the zipline animation. The player will face the volume vector and exit the volume upon reaching the terminating spline, colliding with an object, or crouching at any time. If the player collides with a vertical surface, they will execute the zipline stop animation before exiting. TdZiplineVolume has few limitations compared to other volumes, and may be used to accelerate the player for any given distance along a flexible curve.

The example picture shows a zipline with 2 spline segments in yellow, the orange curve is a visual aid. These segments are used to determine collision with and activation of the zipline, as well as the literal path the player will take while on the zipline. More segments result in a smoother path and make collision detection more faithful to the visual aid. There are 10 segments by default.


  • LandingStrip: Unknown, not thoroughly tested.

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