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ACharacter::UnCrouch

function Engine Blueprint Since 4.0
#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
InputAction Crouch Pressed Released UnCrouch Target is Character Target Client Simulation Client Simulation false false
Edit Blueprint graph Stand up when the crouch input is released
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Stop crouching on input release C++
void AMyCharacter::StopCrouching()
{
	UnCrouch();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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