I got a better fix guys. Check my way of approaching it (works for FPS without a Mesh or animation):
This is done by overriding the traditional Crouch route through Character movement.
The collision capsules for the character is adjusted through changing its height via Set Capsule Half Height node affecting the Capsule component and shrinking its size.
Moreover, we are using 2 Boolean variables to decide player’s position (IsProne & IsCrouching) along with the Character Height float which changes with player position (this can be used in the level blueprint). Lastly, we are adjusting the Max Walk Speed for each position.
