ACharacter::OnEndCrouch
#include "GameFramework/Character.h"
Access: public
Specifiers: virtual
Description
Called in C++ when the character finishes crouching. Also called on non-owning characters via replication when `bIsCrouched` changes. Override to apply camera or mesh adjustments when the character stands up.
Caveats & Gotchas
- • Always call `Super::OnEndCrouch()` — the base implementation repositions the mesh and capsule. Skipping it will leave the character visually misaligned.
- • This is called on simulated proxies through the `OnRep_IsCrouched` replication notify, so it fires for all clients when the server character stands up. Avoid expensive logic here that should only run on the owner.
- • For Blueprint overrides use `K2_OnEndCrouch` (the `BlueprintImplementableEvent` wrapper); overriding `OnEndCrouch` directly from Blueprint is not supported.
Signature
ENGINE_API virtual void OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| HalfHeightAdjust | float | Difference between the default capsule half-height and the crouched capsule half-height. | — |
| ScaledHalfHeightAdjust | float | The half-height difference after the component scale is applied. | — |
Return Type
void Example
Adjust camera Z on stand-up C++
void AMyCharacter::OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust)
{
Super::OnEndCrouch(HalfHeightAdjust, ScaledHalfHeightAdjust);
// Move the spring arm back to standing height
if (CameraBoom)
{
CameraBoom->TargetOffset.Z = 0.f;
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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