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APawn::RecalculateBaseEyeHeight

function Engine Since 4.0
#include "GameFramework/Pawn.h"
Access: public Specifiers: virtual

Description

Updates `BaseEyeHeight` to reflect the pawn's current state. Called automatically after crouching/uncrouching in `ACharacter`; override to implement custom eye-height logic.

Caveats & Gotchas

  • The base `APawn` implementation is empty. `ACharacter` overrides this to lerp between `BaseEyeHeight` and `CrouchedEyeHeight` — always call `Super::RecalculateBaseEyeHeight()` if deriving from `ACharacter`.
  • `BaseEyeHeight` affects `GetActorEyesViewPoint` which is used for first-person camera placement, line-of-sight tests, and AI perception — incorrect values will cause subtle aiming/camera errors.

Signature

virtual void RecalculateBaseEyeHeight()

Return Type

void

Example

Adjust eye height for a prone state C++
void AMyCharacter::RecalculateBaseEyeHeight()
{
	if (bIsProne)
	{
		BaseEyeHeight = ProneEyeHeight;
	}
	else
	{
		Super::RecalculateBaseEyeHeight();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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