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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.






