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Move thousands of agents as groups under a single order with Crowd Toolkit, a fast, fully Blueprint and C++ scriptable crowd movement system built for RTS-style games in Unreal Engine 5. Select a group, send one move order, and the crowd arranges into formation while sharing a single path.

UPDATE 1.4.0 10/13/2026

  • New RTS-style movement core - quadtree pathfinding, one path per unit, built for thousands of units

  • Multithreaded - about 6x faster at 10,000 units, same results as single-threaded

  • No frame spikes on big orders - units starting together share one path search

  • Units turn at a set Turn Rate and slow down to turn in place

  • Look-ahead avoidance - units steer around moving units before they collide

  • Added Mass - heavier units push lighter ones aside

  • Smooth rendering at any frame rate

  • Added MoveAgentsTo, per-order formation Shape, and per-agent Turn Rate, Acceleration and Mass

  • Added SetTeamCollision - let teams walk through each other (replaces Team Avoidance)

  • Added SetMapBounds, GetCursorGroundPosition and SetInstancesCustomData

  • New simpler example RTS controller with selection tint

  • Simpler setup - one pathfinder for every order, fewer settings to tune


UPDATE 1.3.0 9/16/2026

  • Added Auto pathfinding mode (now default) - picks Flow Field or Spatial A* per order

  • Added agent following - agents follow another agent in formation

  • Added teleport (SetAgentsPositions)

  • Wall changes only re-route nearby orders instead of the whole map


UPDATE 1.2.0 8/13/2026

  • Removing a tile re-routes affected orders on the next tick

  • Wall grid syncs with nav mesh on runtime

  • Added per-agent radius


UPDATE 1.1.0

  • Added per-agent team IDs, team-based filtering across all agent selection queries, FilterAgents, and GetNearestAgent.

  • Added configurable team-to-team avoidance rules, including support for disabling, inheriting, querying, and clearing overrides with no overhead when unused.

  • Improved formation placement near walls to prevent agents stacking, preserve slot spacing, and handle much thicker obstacles.

  • Added an Anchor option to movement orders, allowing formations to align either by the near edge or by their centre.

Key features

  • Group movement & formations: Move groups in blob, box, or wedge formations with one shared path.

  • Two pathfinding backends: Use flow fields for groups or Spatial A* for individual routes.

  • Local avoidance: Agents move around each other and avoid occupied spaces.

  • Runtime walls & obstacles: Add blocked areas from NavMesh data or runtime tiles.

  • Per-agent speed: Set movement speed per unit or group.

  • Movement events: Detect reached goals, stuck agents, canceled orders, spawns, and removals.

  • RTS selection queries: Select agents by screen rectangle, world rectangle, or radius.

  • Ground snapping: Keep agents aligned to terrain height and slopes.

  • Stable IDs & bulk Blueprint nodes: Track units reliably and update ISMs without Blueprint loops.

Why Crowd Toolkit?
It's simulation-only and renderer-agnostic, it stores positions, you render them however you like (ISM/Niagara/your own). One actor (ACrowdToolkitActor) is the whole API: spawn, order, and read back transforms.


Read the full documentation covering navigation, formations, avoidance, wall generation, and the complete C++/Blueprint API reference.

Perfect for: RTS games, tower defense, strategy and city-builder titles, battle simulators, and any project that needs large-scale crowd movement in UE5.

Formatos incluidos