RealDocs

ACharacter::SetIsCrouched

function Engine Since 5.0
#include "GameFramework/Character.h"
Access: public

Description

Directly sets the `bIsCrouched` replicated flag and marks it dirty for replication. Intended for use by CharacterMovementComponent when it commits a crouch or un-crouch; game code should use Crouch()/UnCrouch() instead.

Caveats & Gotchas

  • Calling SetIsCrouched(true) does not resize the capsule or reposition the mesh — those side effects are performed by CharacterMovementComponent's Crouch() path. Bypassing Crouch() will cause the character to appear crouched without the correct collision geometry.
  • This function marks bIsCrouched dirty for replication; calling it every tick will generate unnecessary network traffic.

Signature

ENGINE_API void SetIsCrouched(const bool bInIsCrouched);

Parameters

Name Type Description Default
bInIsCrouched const bool New crouched state to apply.

Return Type

void

Example

Called by CharacterMovementComponent internally (illustrative) C++
// Inside UCharacterMovementComponent::Crouch():
if (CharacterOwner)
{
    CharacterOwner->SetIsCrouched(true);
    // ... capsule resize and mesh adjustment follow
}

Version History

Introduced in: 5.0

Version Status Notes
5.6 stable

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