ACharacter::UnCrouch
#include "GameFramework/Character.h"
Access: public
Specifiers: virtualBlueprintCallableENGINE_API
Description
Requests the character to stop crouching. The transition is processed on the next CharacterMovementComponent tick; the character also checks for sufficient overhead space before standing.
Caveats & Gotchas
- • If there is an object directly above the capsule (e.g. a low ceiling), UnCrouch will silently fail the overlap check and the character will remain crouched until space is available. No error or event is fired in this case.
- • Like Crouch(), this is asynchronous — IsCrouched() may still return true on the same frame this is called.
Signature
ENGINE_API virtual void UnCrouch(bool bClientSimulation = false); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bClientSimulation | bool | If true, mirrors the uncrouched state on a simulated proxy via replication. Should not be set to true in normal gameplay code. | false |
Return Type
void Examples
Stand up when the crouch input is released
Blueprint
Stop crouching on input release C++
void AMyCharacter::StopCrouching()
{
UnCrouch();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?