PCG animation offset

Hi,

I’ve been playing around with the new PCG system to generate crowds. I was wondering if there is an option to have different animation start times for the same actor? In order to eliminate movement repetition within the crowd.

Thnx in advance

Cheers,
Ridder

Hi, I’m working on same subject (making crowds with PCG), I tried to replace the static Meshes, but I don’t understand how you had animated actors in PCG. If you can tell me how you did it my next subject will be the animation offset. Better be 2 person working on it !

I’m still searching for offset feature

But I know how to use animated actors.
First convert your skeletalmesh to blueprint.

Then in pcg graph

  1. Use spawn actor instead of static mesh spawner.
  2. Choose your blueprint. ( use merged in the options instead of “collapsed actors” )
1 Like

Hi,
I’m stuck on the same issue but found no luck in creating variation, did you find any solution for this ?

Thanks in advance

Hi!
¿Someone was able to solve this?
I´m stucked on it. If I use a wind attribute of speedtree in the leaves material and I put the trees by hand, without PCG, the trees move at different pace, starting at different moments, but with PCG all of it move at once, making the forest look really weird