Animated Crowd
Configuration
Via the Pawn Set Asset
The "Pawn set asset" (see Pawn Sets) defines the LOD levels for the character, including what render targets they use for each. Typically, we have the first LOD level be an actor target type, and the second be the animated crowd.

You can configure the crowd data from here, e.g. using a different type of crowd, or modify the configuration/data associated with it. This flow can be very complex to modify - if you do think that you need to do so, please get in touch!
At Runtime
You can configure some settings regarding e.g. how many entities are rendered at which fidelity level, at runtime, using the following approaches:
Via Live Config
The max number of characters that can be represented with real non-crowd actors is controlled by the PlayerClient.Rendering.NumInLOD0
live config flag (in the game
config).

PlayerClient
lod group (the non-crowd level)Via BP
NOTE: This section contains features that were added for release version v29. Some functionality described here won't be present in earlier versions.
Via the
RenderTargetManager
(obtained from the authoritative Morpheus Actor viaGetRenderTargetManagerFromAuthMorpheusActor
), you can modify at runtime the max number of entities in a given LOD Level. e.g. to modify the number of non-crowd actors representing players, you can modify the max inLODGroupName = PlayerClient
,LODLevel = 0
.For any MorpheusActor, you can modify its LOD Group live using
UpdateClientLODGroup
. If you want it to be rendered at a higher priority (e.g. for presenters that you want all players to be able to see at the highest fidelity at all times), you can set it to e.g. thePriority
bucket within thePlayerClient
group.

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