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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 1.2.0 8/13/2026

  • New RemoveWallTile and ClearWallTiles - removing a tile re-routes affected orders on the next tick

  • Sync Walls With Nav Mesh - a runtime nav mesh rebuild re-syncs the wall grid automatically

  • New per-agent radius - set it at runtime with SetAgentsRadius / SetAgentRadius, read it back with GetAgentRadius. A negative value resets to the global 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 — order any selection into a blob, box, or wedge formation with a single call; the whole group shares one path.

  • Two pathfinding backends — per-goal flow-field routing (cheap for big groups heading to a shared goal) or Spatial A* for per-agent routes, both navigating around walls.

  • Local avoidance — agents flow past one another and around settled units instead of stacking up or jittering.

  • Runtime walls & obstacles — block movement with a wall grid seeded from your level's NavMesh or stamped tile-by-tile at runtime.

  • Per-agent speed — override max speed per unit or per group on top of the global default.

  • Movement events — hook OnAgentsReachedGoal, OnAgentsStuck, OnAgentsOrdersCanceled, plus spawn/remove notifications.

  • RTS selection queries — marquee-select straight from a screen rectangle, or query agents in a world rect or radius in one pass.

  • Ground snapping — the 2D simulation glues to your terrain with per-agent Z tracking and optional slope alignment.

  • Stable per-agent IDs & bulk Blueprint nodes — track units across removals and push position/transform arrays straight into Instanced Static Meshes with no graph-side 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.


Try the live browser demo before you buy, and read the full documentation covering navigation, formations, avoidance, wall generation, and the complete C++/Blueprint API reference.

On the roadmap: Crowd Toolkit is actively developed, with planned features including:

  • Runtime obstacle removal and an obstacle component — drop a building and the crowd reroutes around it.

  • Agent following (move-to-moving-target), single-unit micro control, and ray/segment queries.

  • Collision groups / team flags to filter who avoids whom.

  • Fixed tick + interpolation — movement smoothness decoupled from frame rate.

  • Per-agent radius with cross-type avoidance for mixed unit sizes.

  • Multithreaded simulation and time-sliced flow-field builds (v2.0) to push agent counts even higher.

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

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