A large crowds system made using Niagara and Blueprints.
this is crazy! ive been trying to get a horde to spawn but i have no idea how to use Niagara and spawn enemies with baked animations, way too out of my league and really need something like this for my game.
would be nice to have documentation on how damage is handled or adding kill count and coin collection count its hard to follow examples or where stuff is going
Thank you for your suggestions. These functions can be added in future versions.
Hi!
Is it possible to get DirectX 12 version of this system? With D3DX12 it currently just crashes, so I am unable to use it in my project.
According to the current feedback, it supports dx12. Do you encounter this situation when running the demo or when running the project? And could you please tell me your graphics card model?
I tried again by creating a fresh project using the EasyCrowd from my FAB library. I used UE 5.6.1. When I then check in the Project Settings → Platforms → Windows → Targeted RHIs → Default RHI: it says DirectX 11. If I change that to be DirectX 12, restart the engine and then try to play the demo maps I get a crash and it says: “GPU Crashed or D3D Device Removed”
The crash log shows this:
GPU Crash dump Triggered
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_D3D12RHI
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I did not do any other change in the EasyCrowds project.
I also tried running command: recompileshaders all, but no luck.
My GPU is: GeForce RTX 4090 And I have the latest drivers for it installed.
I have other projects with DX12 and they work, so I am not sure what to do?
Okay, I’ll try to find a computer with a 4090 to test it. I’ll let you know as soon as I find the problem.
has anyone figured out collisions with characters? kind of forced to use a ghost enemy because we can walk/run through them
Particles use distance field collision. You can place a cylinder on the character as the character’s collision. The cylinder can use a completely invisible material, but it cannot be hidden, because if it is hidden, the distance field will disappear.
Hey. I thought to try to provide more info. I tested with another PC that has Geforce RTX 4060 TI. Same crash happened with that PC too.