Crowd Animation
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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.
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.
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
specified
The named animation will be play back on that crowd member
If a name isn't specified (NAME_None
) or it isn't found in the Anim 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 logic
Crowd 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
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 .