Why city sample crowd and vehicles not rendering through spawn in 5.1/5.2 as UE 5.0..please solve the issue are raise any clarifications on this or else is there any other way to!?

i am trying to city sample in 5.1/5.2 if i play there is no any vehicles or crowd animation just assets were there in my content palate…if i want to render all vehicles and crowd or else customized animate them what should i have to do? if those are not compatible why its(city sample) updated to 5.2? what should i do for crowd animation by metahuman to fill city sample??

Did you figure this out? I’m having the same issue with 5.2

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i am trying!! i got the vehicle spawning after the render passes but not for crowd!! till now

How about you share what you are doing so others can also try to get at least vehicles going. Just saying you fixed it doesn’t help anyone nor anyone else can help.

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i will share here the maps and blueprints and spawns to vehicle

The issue is there is a bug in MassEntityUtils.cpp … it will be fixed in UE 5.2.1 when it’s released. I saw that a few other bugs have been fixed in the source so it shouldn’t be much longer.

I’ve compiled the Engine from the source with this fix and it works.

For those who want to know what is the fix in source here it is:

The issue:
None of the mass entity processors get executed in editor game modes (PIE/SIE).

The fix is trivial but requires code modification in MassEntityUtils.cpp

Modifying the condition in UE::Mass::Utils::GetProcessorExecutionFlagsForWold
In Shipped 5.2 this is the condition:

if (World.IsEditorWorld())

should be

if (World.IsEditorWorld() && !World.IsGameWorld())

Recompiling with this change rectifies the problem with spawning vehicles and people in City Sample.

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where to find MassEntityUtils.cpp?

Engine\Runtime\MassEntity\Source\MassEntity\Private\MassEntityUtils.cpp - Line 15

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I tried the way u suggested but it didn’t work in ue5.2 . @Bozzified
Thank you for help though

Hi @Bozzified. How do you recompile the engine after changing that line of code?

That would be so sad that this is downgraded…

It’s Engine\Plugins\Runtime\MassEntity\Source\MassEntity\Private\MassEntityUtils.cpp to save search time for someone.

Try launching the game as Standalone

In project settings Mass>Module Settings>Mass Entity>Processor CDOs there is most of them set to Standalone | Server. To make things work in the editor you have to add the Editor option there. But by default, you should be able to have it working in the Standalone. If you don’t want to manually add editor in the CDOs you can add the following to your DefaultMass.ini in the project Config folder:


[/Script/CitySampleMassCrowd.CitySampleDebugVisProcessor]
ExecutionFlags=11
bRequiresGameThreadExecution=True

[/Script/MassGameplayDebug.DebugVisLocationProcessor]
ExecutionFlags=11

[/Script/MassGameplayDebug.MassProcessor_UpdateDebugVis]
ExecutionFlags=11

[/Script/MassAIBehavior.MassStateTreeActivationProcessor]
ExecutionFlags=11

[/Script/MassAIBehavior.MassStateTreeProcessor]
ExecutionFlags=11

[/Script/MassRepresentation.MassVisualizationLODProcessor]
ExecutionFlags=11

[/Script/MassRepresentation.MassVisualizationProcessor]
ExecutionFlags=11

[/Script/MassCrowd.MassCrowdDynamicObstacleProcessor]
ExecutionFlags=11

[/Script/MassCrowd.MassCrowdLaneTrackingSignalProcessor]
ExecutionFlags=11

[/Script/MassCrowd.MassCrowdVisualizationProcessor]
ExecutionFlags=13

[/Script/MassTraffic.MassTrafficActorVehiclePhysicsProcessor]
ExecutionFlags=11

[/Script/MassTraffic.MassTrafficChooseNextLaneProcessor]
ExecutionFlags=11

[/Script/MassTraffic.MassTrafficDamageRepairProcessor]
ExecutionFlags=13

[/Script/MassTraffic.MassTrafficDriverVisualizationProcessor]
ExecutionFlags=13

[/Script/MassTraffic.MassTrafficFindDeviantParkedVehiclesProcessor]
ExecutionFlags=11
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