Animated Crowd
Configuration
Via the Morpheus Actor
NOTE: This section is available from release v40 onwards.
In your Morpheus Actor's details panel, you are able to configure its render targets using our simplified configuration - see Morpheus Render Target Settings
If you tick
Crowd Enabled
, then your morpheus actor will use the animated crowd.By default, the crowd will be configured automatically for you, deriving its fields from the render target actor used. If you want more specialist configuration, you can configure it in the Advanced configuration.
NOTE: For regular player characters using our Avatars system,
You can toggle this live using
MorpheusActorRenderTargetComponent::SetUsingCrowd
(will need to be called on every client)

Advanced configuration
In the Advanced
section, you can provide overrides to the Crowd Details
:

IsmActorType
defaults to theDefaultInstancedMeshActorClass
defined inProject Settings -> Morpheus Platform -> Animated Crowd Settings
. We do not advise changing this in most use cases.Raycastable Crowd Class
defaults to theDefaultRaycastableCrowdClass
in the same project settings. This can freely be configured to suit your project.You can also modify the class using
SetRaycastableCrowdClass
orResetRaycastableCrowdClass
.For more details, see Raycastable Crowd
For details on the other settings, see Morpheus Render Targets.
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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