UCharacterMovementComponent::Crouch

Checks if new capsule size fits (no encroachment), and call CharacterOwner->OnStartCrouch() if successful.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h

Include

#include "GameFramework/CharacterMovementComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/CharacterMovementComponent.cpp

Syntax

virtual void Crouch
(
    bool bClientSimulation
)

Remarks

Checks if new capsule size fits (no encroachment), and call CharacterOwner->OnStartCrouch() if successful. In general you should set bWantsToCrouch instead to have the crouch persist during movement, or just use the crouch functions on the owning Character.

Parameters

Parameter

Description

bClientSimulation

true when called when bIsCrouched is replicated to non owned clients, to update collision cylinder and offset.

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