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Crowd Push โ€“ Procedural Turn In Place & Collision Reactions ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ
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์„ค๋ช…

Characters that make room for themselves โ€” shoulders give way, hands shove people aside, and whoever gets run into loses their balance. All on the skeleton at runtime. No animation assets.

๐Ÿ› ๏ธ Support (Discord): >>> HERE <<<

๐Ÿ“„ Documentation: >>> HERE <<<

โœ…Features:

  • Predicted passes โ€” closest point of approach from both velocities, so shoulders give way before contact

  • Procedural shoving: the hand reaches out, sweeps somebody aside and comes back

  • Separate timing and force for walking, running and sprinting, blended continuously by speed

  • Physical crowd separation on a spring โ€” the crowd parts and closes again behind you

  • Stagger: run into somebody hard and they give ground for a moment and rock getting their balance back

  • Crowd resistance โ€” being genuinely slowed down by a press of people

  • Body lean, torso twist, weight shift and collar-bone retraction, all from the animated pose

  • Optional foot planting: feet hold the ground and step when they have to

  • Optional two-bone arm IK to plant a hand on whoever is being shoved

  • Look-at a target actor or location, head leading the body, with randomised turn speeds

  • Disable individual body parts from Blueprint for aiming poses and held props

  • Trigger-based dormancy so a large crowd costs nothing until somebody arrives (It refers to the plugin itself; crowd optimization is the user's responsibility).

  • Five event dispatchers and a full Blueprint API for state

  • Viewport debug drawing and a discontinuity log for tuning

    Requirements

  • Any skeleton with two three-bone arms and a spine chain, whatever its joint orientations

  • C++ is not required in your project โ€” the plugin ships its own modules and is driven entirely from Blueprint

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