A boost system I made for Urban Nightmare. The player can press a button to cancel out of a wall climb to gain some speed.
However, when testing, if the player attempted to boost to early when climbing,
the wall climb would immediately cancel and you would slam into the wall. To remedy this, I check how far into the animation montage you are.
If it's too soon, the input gets queued up, the animation speeds up, and you'll automatically boost after finishing the climb.
You can also queue up a boost by attempting to boost just before entering a wall climb.
This ensures that the players inputs aren't simply eaten and tossed out.