Crowd Animation
Overview
Crowd members can be animated in two ways
By setting animation sequences directly on the crowd member themselves
By using an Animation Blueprint (ABP)
These techniques can be used either together or in isolation.
Animation Data Setup
Both animation inputs methods are configured via settings in the Skeletal Animated Crowd Data
data asset type.

In the above example, an ABP is connected via the Crowd Anim Instance
parameter and additionally a list of named sequences are supplied in the Anim Name to Sequence
list.
In order to use an Animation Blueprint with the crowd it must first be configured to be compatible. More details on ABP setup can be found here.
Selecting An Animation Source On A Crowd Member
Animation setup for each crowd member is specified by configuring properties within its FAnimatedCrowdMemberState
.
Animation selection is performed as follows
If a crowd member has
FAnimatedCrowdMemberState::AnimState
specifiedThe named animation will be play back on that crowd member
If a name isn't specified (
NAME_None
) or it isn't found in theAnim Name to Sequence list
, then we go to the next step and check the ABP
If a crowd has an ABP specified
FAnimatedCrowdMemberState::AnimFloatParameters
will be updated for the crowd member - these contain the anim vars used to drive things like ABP state logicCrowd member will play back ABP driven animation
If there was no animation sequence set directly and ABP wasn't present
Crowd member will be set to ref pose and will render, but not animate
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