Crowd simulation support in UE4?

Hello,

I was told that UE4 have build-in support for crowd simulation. Search didn’t give any result. Can you give a hint where should I start?

Currently there is only simple velocity avoidance implemented, which can be turned on in CharacterMovementComponent using flag: bUseRVOAvoidance

It should be marked either in character’s blueprint default properties or c++ constructor, as altering it in runtime may cause problems (there was a bug about not registering for simulation if flag was turned on later, but I can’t remember if it’s already resolved or not).

More advanced solution which will actually use navmesh data should be available in next release (4.3)

Yes, that’s works. Thank you.

On UE 4.2 and 4.1 bUseRVOAvoidance creates very jerky/unpleasant movement. Is this fixed in UE 4.3?

It’s different. Upcoming crowd simulation is basically integration of detour crowds (3rd party library used for navmesh) with some modifications. It gives more control and tweaking power for individual crowd agent, but final result depends on data setup. However, default params should give more fluid movement than existing velocity avoidance (due to higher number of velocity samples).