
Descrizione
EasyCrowds is deeply optimized based on Niagara GPU particle system and neighbor grid technology. It offloads animation rendering overhead to the GPU via Vertex Animation Texture (VAT), enabling simultaneous rendering of a large number of units without performance lag. Meanwhile, it leverages Niagara's flexible Scratch Pad Module for core logic coding, and cooperates with Blueprints to easily implement various complex behavioral interaction logics.
Videos: Samples | Overview | RedVsBlue | 哔哩哔哩
Discord: https://discord.gg/7NqnJUBDQ2
Key Features
Craft stunning massive crowd effects in mere steps —— drag-and-drop ready, simple & convenient.
GPU simulation, CPU-friendly. 10k+ Characters in a Breeze, High Frame Rates Guaranteed.
Built 100% with Niagara & Blueprints, easily customizable and moddable(Note: Proficient use of Niagara and Blueprint are required).
Features
No C++, No Mass Entity, Clear Comments, Easy to Use & Extend.
Auto generate character config, skip the cumbersome steps.
Includes melee units, ranged units and air units.
GPU flow field pathfinding
Multi-module support.
Support drag selection, add selection, subtract selection, select-all operations.
Support knockback, freeze, critical hit, slow down, DoT and AoE damage effects.
Support character type counting and total count statistics for each team.
Freely switch between multiple states (idle, walk, run, attack, hit, falling).
A state can be added with multiple different animations.
Can be grouped to fight against each other.
Niagara PBD Self-Collision
Texture Animation
Smooth switching states
Obstacle Avoidance
Damage and attack mechanisms
Replace role with blueprint
Can move along the path
Multiple moving targets can exist simultaneously
Support LODs
Latest Updates
(This is a major update. Please update old projects with caution.)
Add air units.
Multi-module support.
Support adding weapon modules to sockets.
Support drag selection, add selection, subtract selection, select-all operations.
Add knockback, freeze, critical hit, slow down, DoT and AoE damage effects.
Add damage number.
Support DX11.
Add character type counting and total count statistics for each team.
Add event function to update states based on character group info.
Add event function to destroy characters based on team information.
Add sample attack effects including bullets, arrows, fireballs and ice cones.
Add spawn effects, attack effects, sound effects and other effect samples.
Implement boundary limit constraints and automatic idle transition features to the random movement behaviour.
Particle detection supports inner circle ignore.
Support adjusting capsule collision direction.
Lock particle displacement outside distance field range to prevent character falling due to missing collision.
Add CrowdImpostorComponent to blueprint characters for interaction with particle-based characters.
Add support for a secondary guide path.
Optimize ground projection of generators and support longer projection distance.
Optimize character selection for the spawn generator.
Add launch position adjustment for ranged unit projectiles.
Support configuring state definitions after losing enemy targets.
Customizable Z-axis destroy height.
Optimize the VAT Tool.
Optimize line trace functions.
Optimize flow field pathfinding.
Optimize overall performance.
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