I’m making a cinematic sequence on UE 5.0 using the Mass Crowd Spawner tool.
I created my own skeleton base sequence plugged it to the output pose and I’m using it as the base pose for my animation blueprint
Then I’m using this in my own crowd character as the animation blueprint that is the reference for all the idle poses for all mass characters:
When click on play and run the sequence, the mass crowd characters are spawned. But the animation with my custom pose only kicks in when the camera (or the player) get close to the actors.
Character without the custom pose:
Character with the custom pose:
This creates a weird effect of character popping from one pose to another in the middle of the shot.
I know this might be related to the LOD representation settings in the Mass Crowd Agent Config. When I switch the low LOD from “static mesh instance” to “high res spawned actor” the mass actors are already spawned with the correct pose but this reduces the frame rate a lot and the scene gets very choppy.
How do I make so that the low res LOD Representation actor (static mesh instance) uses the same animation blue print - same idle pose - as the high res spawned actors? (so that I don’t have to use high res actors for any distance and end up with the FPS trade-off).
I tried to increase the distance with which the high res actors kick in but that didn’t work either.