Hi Epic. I am hoping this will reach you.
I would appreciate some confirmation on this.
I have found the following.
Eye height has no impact because the camera is bound the the pivot which is center to the actor. As a result when half height is initiated on a character capsule, the center lowers on Z axis.
We are not able to add components that are not children of the capsule component on characters.
As a result of this it is physically impossible not to have you camera lower when you crouch.
If your actor / character has a Z axis value of 100, it will always go to a lower value when you crouch.
Also just a side note. Your actor location physically lowers on the Z value… the only way to not see this is to remove the camera from your character, throw it in another blueprint and not call the actor but instead cast to the actor and then to the mesh. Because the mesh does not change value… the actor and capsule and collisions do in fact change.
Leaving one option and that is to cast and then get mesh from the cast which i feel is somewhat over complicated just to not see a change in z value.