ACharacter::RecalculateBaseEyeHeight
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualoverride
Description
Updates `BaseEyeHeight` to account for the Character's current posture (standing or crouched). Called automatically by CharacterMovementComponent whenever crouch state changes.
Caveats & Gotchas
- • ACharacter's implementation sets BaseEyeHeight to `CrouchedEyeHeight` when crouching and back to the default when standing — override this if you have additional postures (e.g. prone) that need a different eye height.
- • The change only affects `BaseEyeHeight` (used by camera and first-person logic); it does not move the capsule or mesh — those are handled separately by OnStartCrouch/OnEndCrouch.
Signature
ENGINE_API virtual void RecalculateBaseEyeHeight() override; Return Type
void Example
Override to support a prone eye height C++
void AMyCharacter::RecalculateBaseEyeHeight()
{
Super::RecalculateBaseEyeHeight();
if (bIsProne)
{
BaseEyeHeight = ProneEyeHeight;
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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