Legacy Animated Crowd
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The "Pawn set asset" (see ) 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!
You can configure some settings regarding e.g. how many entities are rendered at which fidelity level, at runtime, using the following approaches:
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).
NOTE: By default, we assume that players are in the PlayerClient
LOD Group. This can be configured if you want further flexibility.
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 via GetRenderTargetManagerFromAuthMorpheusActor
), 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 in LODGroupName = 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. the Priority
bucket within the PlayerClient
group.