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Crouch maintains base location is not working

I am making a game similar to the "PlatformerGame" in the learn tab except I am doing it in 2D. My sliding action works great but I just can't get the capsule half height to work properly without glitching into the ground. So after researching I took a look at the "UnrealStickFigure2D" example and tried to set the "Crouch maintains base Location" variable with the Half Height but it still keeps shrinking the capsule towards its centre and not towards its base. What am I doing wrong? alt text

alt text

Product Version: UE 4.7
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actionslide.jpg (70.1 kB)
halfheight.jpg (47.5 kB)
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asked Jun 09 '15 at 05:46 PM in Blueprint Scripting

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Zarakilian
14 1 4

avatar image lordscottish Jan 28 '16 at 03:50 PM

I've been wondering about the same thing. It looks like the only work-around is to move all the children of the collision capsule, which is very impractical once you have a certain number of child components.

avatar image Interitus384 Dec 17 '16 at 04:56 PM

I am using 4.14.1 right now, and the "Crouch maintains base location" node still does nothing. The option is disabled on the character movement details as well.

avatar image Dallan.Wood Feb 05 '17 at 08:53 PM

I am also having this issue. I can not figure out why the option is even greyed out in the character movement section. Even if I call and set the boolean in the event graph it still won't work properly. I am currently using 4.14.3

avatar image Di3BoK Mar 23 '17 at 12:33 PM

Hey, so I got it to work by just copying the nodes from the Paper2D project example and plugging it into my characters crouch event. Just needed to set the values relative to my project and voila!

avatar image Di3BoK Mar 24 '17 at 07:12 AM

Sure man, the one picture is screenshot from the paper2D example content and the second one is my workaround. The other two show my event graph checking the crouch variable and then playing the timeline. The last image is the timeline, you ctreate a float track, (1)then set the time to the time that your crouch animation length is, (2) the first keyframe should be at 0 time and the height of the capsule, the second keyframe should be the time at the end of your anim and the desired capsule alt textheight when crouched.

You can use timelines for plenty of things, you can now add a vector track and using the same principle move the capsule to the ground while changing its size.

Hope this helps. alt text PS. I also just copied the Paper2d project nodes to my project and the "Crouch maintains base Location" works now.alt text

timeline.png (97.9 kB)
eventgraph.png (239.6 kB)
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Would you mind sharing a picture of it?

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answered Mar 23 '17 at 02:13 PM

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Dallan.Wood
1 1 2

avatar image Di3BoK Mar 24 '17 at 07:16 AM

Sure man, the one picture is screenshot from the paper2D example content and the second one is my workaround. The other two show my event graph checking the crouch variable and then playing the timeline. The last image is the timeline, you ctreate a float track, (1)then set the time to the time that your crouch animation length is, (2) the first keyframe should be at 0 time and the height of the capsule, the second keyframe should be the time at the end of your anim and the desired capsule alt textheight when crouched.

You can use timelines for plenty of things, you can now add a vector track and using the same principle move the capsule to the ground while changing its size.

Hope this helps. alt text PS. I also just copied the Paper2d project nodes to my project and the "Crouch maintains base Location" works now.alt text

avatar image Di3BoK Mar 24 '17 at 07:18 AM

LOL i messed up the copy/paste there with the images displaying between the text, sorry for that. Let me know if you need anything else and if something is unclear

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