Keep pawn crouched when possessing
My game has two characters that the player switches between during gameplay. I'm running into a small issue when unpossessing and possessing a pawn. If I crouch the character (using the built-in UE4 crouch functionality) and then unpossess the pawn, when I repossess the character the crouch gets cancelled and they just stand up.
Any thoughts on how to get around this? My current band-aid is to store whether or not the character is crouched in a bool and then run the crouch event when "Event Possessed" is called, but there's an issue with that: If you run the crouch event directly off of the possessed event then it doesn't fire. You can put a 0.0000001 second delay on it, and it'll fire almost as instantaneously as if it were firing directly, but then you end up getting a "standing position to crouching" animation when you switch back to the character which is pretty yucky.
Any tips would be super appreciated.
asked Sep 17 '16 at 07:18 PM in Blueprint Scripting
I am also having this issue in 4.14.3, any help with it?
answered Jan 29 '17 at 02:05 PM
AI controller fires Uncrouch on Possessed. Only way to fix it is not using the built-in UE4 crouch functionality. It's usually a bad thing. Just create custom variable and bind your animation and logic to it.
answered Aug 07 '18 at 12:39 PM
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