Komodobit Games - Procedural NPC Crowds Pro V2

๐Ÿ”— Quick Links

๐Ÿ“„ Written Documentation

๐Ÿ“บ Video Tutorials Setup | V2 | Custom Characters

๐Ÿ“š Join the discord for support, questions, and news:

โšก Need something custom? Check out our studio services

๐Ÿš€ Check out Lite

โœ… Pro Supports 5.0-Current

โš ๏ธ Pro Vs Lite, What's the difference?

Lite includes: Core functionality with forward-based pathfinding and wandering pathfinding.

Pro Includes: All Lite Features + Randomized pathfinding + Directional Pathfinding + Interface for interacting with world objects.

๐Ÿ”ฅ About

Procedural NPC Crowds allows you to quickly and easily implement large-scale realistic crowd and pedestrian ai systems utilizing procedural behaviors with high performance. With 100s of AI on screen at once you can create realistic worlds such as a large bustling city, it can be scaled up or down to fit any level or project.

๐Ÿš€ Features:

  • Highly optimized allowing 100s of AI on screen at once with high framerates.

  • Designed to be used with blueprints, and can be extended with your own functionality and behaviors.

  • Utilizes behavior tree for customizability and optimization of NPC Behaviors.

  • Included behavior tasks are written in C++ for fast execution.

  • Utilizes a procedural pathfinding system that allows the NPC to intelligently move throughout the world on their own.

  • This plugin allows you to procedurally set the Skeletal Mesh of the character or the Material of the Skeletal Mesh.

  • Comes with optimization components for character classes that allow them to be loaded or unloaded from the level based on the distance from the player with only a single blueprint node.

Feel free to use this forum for any questions, feedback, or support you may have with the plugin, we also have a discord that is open to everyone.

Edit: This just released see the next comment for more details.

Hey Developers,

I am working on a big update for Procedural NPC Crowds that will add the following new features. Targeting a June 2025 or July 2025 release date.

  1. Improved Pathfinding, will be new behavior tasks and more accurately follow splines rather than pathpoints.
  2. A new optimization mode for having the player dictate the spawners rather than the spawners dictating themselves, perfect for large open worlds with thousands of spawners.
  3. A new interface for generating Smart NPC interactions powered by GPT Dialogue System.
  4. New blueprint library for quickly stopping, starting, and resuming behavior tree behavior.
  5. A new component for optimizing NPCs Skeletal mesh, Character movement, and tick rates similar to how LODs work but for code.
  6. The ability to snap pedestrian path splines to other splines for quick adding to roads and pathways.

The V3 update is here, Here are the details of whats new:

  • A new spline based pathfinding behavior task
  • A new object avoidance parallel behavior task
  • A new spawn limiter framework to cap how many NPCs can spawn at a time.
  • A new method of loading and removing NPCs from the level that is much more optimized and built for large worlds.
  • A new V3 pedestrian path that doesnt require code changes or understanding to use
  • The new V3 pedestrian path can snap to other splines in your level for quick auto placement
  • A new character optimizer component for optimizing NPC characters at different distance thresholds
  • Finally a blueprint function library has been made to quickly start, stop, pause, and resume behavior trees at runtime.

I decided not to implement the GPT Dialogue system directly into the plugin as managing two codebases for one plugin would be difficult and the GPT Dialogue system is already free so you can just integrate it on its own.