Getting Setup

Quickly and easily set up Crowds in your project using Blueprints by following this step-by-step guide.

Installing the Plugin to Unreal Engine

Follow these steps to get the plugin installed:

  1. Install the plugin via Epic Games Launcher vault. If you don't see it after purchasing on Fab, click the refresh button.

  1. Enable the plugin in the Unreal Plugin Window. To get here, go to edit->Plugins->Procedural NPC Crowds or KomodoBit Games.

  1. Restart the engine editor to finish installing the plugin.

  2. Return to the Unreal Editor and open the project settings window Edit->Project Settings.

  3. Once in the project settings go to the crowd settings under General and set these variables.

  • Max Agents = 2500

  • Max Agent Radius = 2500

  • Max Avoided Agents = 2500(Optional)

  • Max Avoided Walls = 2500(Optional)

  • Resolve Collision = true(Checked)

  1. That is it for installation, now we need to setup the collision channels for the pathpoints.

Setting up the collision channels(V2/Lite Only, Not needed for V3)

  1. In project settings, navigate to the Engine category and find the Collision page.

  2. Once in the collision page, click "new object channel" button and a pop up will appear.

  3. Name the new collision channel "PathPoints" and set it to overlap then click accept.

  4. Now we need to go into the demo content, to find this click the settings button in the top corner of the content browser, then choose "Show Engine Content".

  5. Once you have engine content visible, find Procedural NPC Crowds Content folder in your engine directory; it will likely be under plugins.

  6. Once you are in the Procedural NPC Crowds Content folder, go to Pedestrian Systems and find the Waypoints folder. Open up the BP_Waypoint actor and click the box collider component it has.

  7. Now set the box collider to have the PathPoints collision channel you just setup.

  1. Now go to the BT_Pedestrian asset under the Demo Content->BehaviorTrees folder, and open it up.

  2. Find the FindPathPointForward node and click on it, once clicked find its details panel and change its ObjectoUse variable to the PathPoints collision channel.

  3. That is it, now you can have crowds pathfinding. I will go over how to add it to your level in the How to use section, but for now I recommend looking at the demo content map for an example of it in use.

Please see the next section for common troubleshooting issues.

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