Crouch won't Compile

So, I already know that it won’t compile because it’s trying to pass a bool through a void argument, but I can’t seem to figure out how to implement the key binding otherwise. Any suggestions?

Create your own functions that call Crouch and UnCrouch. Also you need to enable bCanCrouch on the movement component

GetCharacterMovement()->NavAgentProps.bCanCrouch = true;

Thanks Dan it compiled correctly, now I just have to figure why character won’t actually crouch. It just lowers the camera view and slows my movement. You wouldn’t happen to know why would you?

You would need to actually implement that in your animation blueprint.

Oh I did, that’s why I was asking. I retargeted my crouch animation then altered and rerecorded it so that the skeleton matched up correctly, but I’m still getting this…

NotCrouched


Crouched

BlendSpace

Animation Blueprint

What are you using to transition?

I followed what I saw in the Animation starter pack setup. The exit transition is has not boolean. Should I be using something else.

I would assume IsCrouching is what you’re after.

Do I just replace StartCrouch with that or is there anything else I need to implement?

I wouldn’t have thought so. If that isn’t working you could try logging out the value of IsCrouched to see if it’s being set correctly.

Figured it out, had to call a reference to the is IsCrouched bool from engine itself, and put that into the transition. Now I Just need to figure out why it’s causing all the AI’s to crouch too.

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