Why Character model shifting up when crouching in air? Just like this.
How can we better organize jitter? Override ACharacter::OnStartCrouch()??
https://www.reddit.com/r/unrealengine/comments/10ggcto/how_to_prevent_my_model_shifting_up_when/
Why Character model shifting up when crouching in air? Just like this.
How can we better organize jitter? Override ACharacter::OnStartCrouch()??
https://www.reddit.com/r/unrealengine/comments/10ggcto/how_to_prevent_my_model_shifting_up_when/
override your character::Crouch()
auto* MoveComp = GetCharacterMovement();
if (MoveComp && MoveComp->MovementMode == MOVE_Falling)
{
MoveComp->bCrouchMaintainsBaseLocation = true;
}
Super::Crouch(bClientSimulation);
Are you sure it is moving up or the camera anchor is moving down?
Can you show it from another static camera? (like from a second player)
(I’m asking because the shadow doesn’t seem to move a lot in relation to the ground grid but the background moves)
In Unreal Character, the CapsuleComponent is parent of SkeletalMesh, When CapsuleComponent shrinks in half, in order to ensure that CapsuleComponent bottom position remains unchanged, it needs to move downwards, which causes SkeletalMeshto also move downwards, so let bCrouchMaintainsBaseLocation = true SkeletalMeshneeds will be raised.