Chickens: Rooster and Hen

I’m proud to announce the release of Chickens: Rooster and Hen.

Chickens: Rooster and Hen makes use of a full AI Controller and Behavior Tree environment. To set up all you need to do is drag and drop some NPC chickens into your level, then drag in some Chicken path nodes. Make sure you have a NavMesh setup for the Chickens to walk around on, and your all set. Now available in the Unreal Marketplace.

These Roosters and Hens will begin the level traveling to random targets you place around your level. By default the Hens will run away from any Actor with a “ChickenEnemy” tag. If an Enemy gets too close the Hen will Jump away and call out for help. When the Hen jumps away there is a chance that the Hen will drop an egg. You can pickup this egg for an energy boost. The Roosters act as the protector of the flock. If a Rooster hears a Hen in distress the rooster will aggro against any actor with a “ChickenEnemy” tag. The Roosters and the Hens will retreat from gunfire. These behaviors can be adjusted or disabled on a per chicken basis.

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Hi there @Living_Systems,

Hope you’re doing well and having a great week so far!

I can totally see this being used in an MMO and causing absolute havoc for new players exploring farms (or Chicken Town :joy:). The behavior of the chickens is adorable but also quite charming. Its the animations, however, that make this pack feel so well made. The high quality idle animations, ground pecking, and wing flapping make chickens just come to life. Beautifully done!

Thanks for sharing!

PS: The protective roosters made for a good giggle. :hatching_chick: :chicken:

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A big update to Chickens: Rooster and Hen is now live. I am advising anyone who is able to should update to the newest version of Chickens (Unreal 5.6 and up).

I have added a culling system to Chickens- this comes with huge performance improvements. The Chickens now have a new setting (Disable Chicken Distance) that can be adjusted in the Parent Class to effect all Chickens, or you can adjust this setting on individual Chickens on a per Chicken basis.

Disable Chicken Distance- The Chickens will check the distance to the player every few seconds- if the distance is greater than this number the Chicken will be disabled. The Chicken will stop in position and their visibility will turn off, the Chicken’s brain will also be shut off. In other words, the Chicken will no longer render and their AI Controller and Behavior Tree will be disabled- this is to free up processing power. If the distance is less than this number then the Chicken will resume behavior and be rendered again- continuing where they left off. This distance is in unreal units (Default-15000)

This culling system is very flexible, the Chickens will be culled as far away or as close as you wish.

I hope you find this new update useful. Happy clucking :slight_smile: