Quick answer: Set CrouchedHalfHeight on the CharacterMovementComponent and ensure bCanCrouch is enabled, so Crouch() actually resizes the capsule for low passages.
In Unreal, Crouch lowering only the view but not the capsule means the crouched half-height was never set. Configure it on the movement component. Here is how.
How to fix it
1. Set CrouchedHalfHeight
On the CharacterMovementComponent, set CrouchedHalfHeight to the desired crouched capsule size. Crouch() resizes the capsule to this value; without it the capsule stays at standing height.
2. Enable crouching
Make sure NavAgentProps.bCanCrouch (Can Crouch) is true. If it is disabled, Crouch() is ignored entirely and nothing resizes.
3. Rely on UnCrouch clearance checks
Unreal already prevents uncrouching under low ceilings via its overlap test; let it keep the character crouched until there is headroom rather than forcing a stand that clips geometry.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.