
描述
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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.




