LogoLogo
What's New?API StatusOur Website
  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your Own Map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
          • CrowdAudioComponent advanced configuration
        • Crowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics Settings
          • Listening to Inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • Video Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • Visual Debugging
          • Inspector
        • Online Services
          • KV Store Service
        • Web Browser
          • Setup the browser widget
          • Viewport browser
          • In-world browser
          • Loading embedded pages
          • Game <--> Browser Communication
          • Debugging issues
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running Events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Dashboard
    • Assets
      • Assets Versions
      • Engine Plugins
      • Project Plugins
      • Templates
    • Releases
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
Powered by GitBook
On this page
  • Setting up the Animation Blueprint (ABP)
  • Supported ABP Nodes
  • Resolving errors in the ABP
  • Optimizing the ABP for Crowd Anim Blueprint

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Crowd Rendering
  5. Crowd Animation
  6. Crowd Anim Blueprint

User Guide - Crowd Anim Blueprint

PreviousCrowd Anim BlueprintNextReference Guide - ABP Nodes

Last updated 2 months ago

Was this helpful?

Setting up the Animation Blueprint (ABP)

To enable Crowd Anim Blueprint for your ABP, you must add the Crowd Animation Output node at the end of your ABP, typically before the Output Pose node, as shown below. Everything before this node will be compiled by Crowd Anim Blueprint automatically when the ABP is compiled. If there are no errors, this is all that is required and you’ll be ready to use your ABP with Crowd Anim Blueprint.

In some cases, you may have ABP nodes that apply unsupported logic to the final ABP pose, as shown below. In this case, make sure to put the Crowd Animation Output node before the chain of unsupported pose nodes, and Crowd Anim Blueprint will ignore them

In all cases, you should never have more than one Crowd Animation Output node in a single ABP

Supported ABP Nodes

Resolving errors in the ABP

In some cases, your ABP may not compile anymore with Crowd Anim Blueprint enabled. When this occurs, you will get an error in the ABP compiler window with details on why. This will most likely be because you use a node or some configuration that is not supported by Crowd Anim Blueprint, as shown in the image below.

To work around the issue, you can of course simply stop using the offending node in your ABP. If however you'd still like to use the functionality on your Unreal Actors, but do something different for crowd members, there are a pair of nodes available for this purpose.

Using a Crowd Animation Switch (for AnimGraph errors) or Crowd Animation Value Switch (for transition logic errors) allows you to create two paths, one for the crowd and one for runtime.

  • You can then use the offending node as normal for the runtime route, which normal actors will use

  • In the Crowd Anim Blueprint route, you can then provide alternative ABP nodes that do not utilize offending nodes

  • The image below has an example of using this node to remedy the error

There may be cases where Crowd Anim Blueprint will compile your ABP correctly, but will ignore specific settings that it does not support, such as a custom crossfade duration on a transition. Since it would be annoying for Crowd Anim Blueprint to report these as warnings when there is nothing you can do to resolve them, they are instead reported as “verbose warnings” instead, which are hidden by default.

Verbose warnings can be enabled with the command below

CrowdAnimBlueprint.VerboseCompilerWarnings 1

Optimizing the ABP for Crowd Anim Blueprint

While Crowd Anim Blueprint runs on the GPU and can execute at a much larger scale than a traditional ABP does, there is still a non trivial amount of work the system has to do. In some cases you may want to optimize your ABP to be more efficient for Crowd Anim Blueprint if you need to squeeze out some more performance.

These things will generally make your ABP slower to process by the system

  • Lots of outgoing transitions from a single state

  • Complex conditions in state transitions

  • Lots of unique parameters

  • Complex chains of pose blend operations

  • Frequent use of "Use Cached Pose" node

Not all ABP nodes are supported by the Crowd Anim Blueprint compiler. The reference page lists nodes and features that are currently supported by Crowd Anim Blueprint. It also details any subtle behaviour differences there might be between an Unreal Actor's use of an ABP node and the crowd version of the same ABP node.

here
Typical usage of the Crowd Animation Output node to enable Crowd Anim Blueprint for an ABP
The Crowd Animation Output node placed before the chain of unsupported nodes
Example of an ABP that no longer compiles under Crowd Anim Blueprint due to the usage of an unsupported node
The ABP now compiles again under Crowd Anim Blueprint, thanks to the Crowd Animation Switch node
A verbose warning output by Crowd Anim Blueprint about the unsupported crossfade duration in the transition