title, when I crouch in my project the character’s legs sink into the floor like its water. I know why it is happening but I’m not sure how to fix it. When the characters half-height changes it alters the scale of the capsule, problem is that the capsule’s pivot point is in the centre of it. I’ve tried adding to the characters relative location but that for some reason doesn’t show for other clients. not sure if there’s a pre-built way to detect a floor or make it so the capsule scales with the pivot at the bottom but if anyone knows a solution pls help.
If you’re using CMC you should be using its “crouch” functionality vs a custom implementation.
Custom implementations require you to move the mesh up relative to the capsule. On state change (crouching, uncrouch) have the sim proxy execute the same process independently.
I am using the pre-defined function provided in the character movement component. The only custom things are RPC calls. The main issue just comes from the pivots being different (I think), but i don’t know how to fix it, i tried changing the pivots inside of blender and that didn’t work as it seems the root bone at his feet is always the pivot.
Are you using a custom skeleton or the UE5 character skeleton? If all is default, and CMC “Can crouch” is ticked, and you have a crouch animation, then it should work out of the box.
Also, with CMC crouch you do not have to RPC anything. The crouch function handles all the replication.
Standard Hold To Crouch
nah using a custom character. Also that’s strange, i tried crouching with just the function and some replicated boolean for the animBP but it didn’t work until i added an authority check…
The above works for me right out of the gate on an empty brand new project. To check I just unhide the capsule component. It shrinks and grows as expected.
