I’m trying to implement crouch and prone within ShooterGame. Originally I was using ShooterGame’s implementation of crouch but decided to pursue my own custom state machine in C++ between standing/crouching/prone so that I could easily track and setup rules on how to transition between the states. I’m currently updating the camera height by interpolating between 3 different eye heights (standing/crouching/prone) and everything works great except one thing. In trying to adjust the player’s CapsuleComponent so that the player can crouch/crawl under low clearances, the FirstPersonCamera (that is a sub-component of the root CapsuleComponent) changes its location and conflicts with my own interpolation. I’m assuming this is due to it being a sub-component of the root capsule but I can’t find exactly where the location change occurs in the engine to try to side step this.
Anyone know how I can change a capsule component’s size with SetCapsuleSize() without it affecting the location of any camera sub-components?