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APawn::BaseEyeHeight

property Engine Blueprint Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: UPROPERTYEditAnywhereBlueprintReadWrite

Description

The height of the pawn's eye position above the collision center, in unreal units. Used by GetPawnViewLocation() and GetActorEyesViewPoint() to offset traces and camera queries from the root component origin.

Caveats & Gotchas

  • ACharacter sets this to CrouchedEyeHeight at runtime when crouching; if you override BaseEyeHeight on a Character subclass, also set CrouchedEyeHeight or crouching will snap the view to the wrong height.
  • This is distinct from the actual camera spring arm length — changing BaseEyeHeight only affects engine sight line queries, not the visible camera position unless your camera setup reads GetPawnViewLocation().

Signature

float BaseEyeHeight

Examples

Configure eye height in BeginPlay then sample the view point Blueprint
Event BeginPlay Set Base Eye Height Target Base Eye Height 160.0 160.0 Get Actor Eyes View Point Target is Actor Target Out Location Out Rotation
Edit Blueprint graph Configure eye height in BeginPlay then sample the view point
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
Set a custom eye height in the constructor C++
AMyPawn::AMyPawn()
{
	// Eyes are 160 cm above the capsule base
	BaseEyeHeight = 160.f;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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