Some tips if your Mass AI doesn't move: - Check if you have movement component added - Check if you added the Mass Agent component - NPC Blueprint doesn't need the actual Data Asset added to its Mass Agent component; you just need to define a few traits (this is because the data asset already knows what actor it's going to use) - Check Zone Graph Navigation and make sure you only have your tags assigned to "Any Tags" not "All tags" or "Not Tags" - Make sure the Mass Spawner has the Data Asset assigned
Awesome! This is so cool. Could you show how to make the npcs runaway from something in the scene? like if a fire spawns or some kind of danger spawns, they run away?
Which one of the series shows how to have multiple different custom characters wandering around not just all one mannequins for example? Can’t seem to find any tutorials on this
In the MassSpawner, under Mass->Spawn->EntityTypes add another EntityType. For this youll want to duplicate the Data Asset from the previous NPC for each of the different characters you want, or make a new one. Then, in each of those duplicated Data Asset files, youll need the new BP for the new NPC, but go to the Data Asset->Config->Traits->Crowd Visualisation->Then change both the high and low res actor to the new actor BP. Be sure to set the new Data Asset in the Entity type and be sure to proportion the multiple characters so that you get them in the ratio you desire. Also be sure the new characters have the MassAgent component and their values for the component set!
@@dustinsmith8341 thanks I gotta revisit this I ended up creating my own spawner and just added a few pins for different characters so when I spawn them in I get it to work I just have to set their animations individually
Is it possible to have something like "Quinn NPC" and "Manny NPC" both spawed and controlled this way? I tried creating two versions of the Data Asset, but I can't seem to make the spawner spawn 50% of each one, but that didn't really do it.
Important to use a character blueprint with Character Movement component (for example default BP_ThirdPersonCharacter). Otherwise NPCs are not moving This may be an obvious thing, but for me as a beginner it was a problem
Hi teacher, thank you very much for taking the time to teach us I want paragon instead of UE5 character, is it possible to just replace UE5 character with paragon? How can you help me? I am new
Thank you for this tutorial! It is very easy to follow! I was wondering if it is possible to have two different paths but select during the simulation which one is used. Let's say that I have a value and when I press the button P I want them to change the paths and follow the second one. If I press the P again, change the path to the first one. How can I do that? I understand that is using the ST, but how can I have an input Param in the state tree? Thanks in advance!
Nice tutorial. Can you do one on using the mass traffic. My mass vehicles are currently colliding with one another. Any idea how to make mass vehicles detect one another
Thanks for uploading nice video.
I'm looking forward to Part4 so much.
So nice, thank you! Can't wait to see more! Got my first AI crowd roaming my city streets :)
The NPCs are not avoiding static meshes in their route; they can easily get blocked by any static mesh in the scene.
Part 4 when?
Came here to ask the same from Ryan...
this series are so good that i forget to click on the like button !
you are a god sent Ryan!
Thank You So Much !!!
Some tips if your Mass AI doesn't move:
- Check if you have movement component added
- Check if you added the Mass Agent component
- NPC Blueprint doesn't need the actual Data Asset added to its Mass Agent component; you just need to define a few traits (this is because the data asset already knows what actor it's going to use)
- Check Zone Graph Navigation and make sure you only have your tags assigned to "Any Tags" not "All tags" or "Not Tags"
- Make sure the Mass Spawner has the Data Asset assigned
thanks
Thank you so much! This really helps me, very usefull, i was searching this for a long time 🙏
shouldn't we turn on sync transform for NPC after we create a dataAsset for our third person character?
Awesome! This is so cool. Could you show how to make the npcs runaway from something in the scene? like if a fire spawns or some kind of danger spawns, they run away?
Which one of the series shows how to have multiple different custom characters wandering around not just all one mannequins for example? Can’t seem to find any tutorials on this
In the MassSpawner, under Mass->Spawn->EntityTypes add another EntityType. For this youll want to duplicate the Data Asset from the previous NPC for each of the different characters you want, or make a new one. Then, in each of those duplicated Data Asset files, youll need the new BP for the new NPC, but go to the Data Asset->Config->Traits->Crowd Visualisation->Then change both the high and low res actor to the new actor BP. Be sure to set the new Data Asset in the Entity type and be sure to proportion the multiple characters so that you get them in the ratio you desire. Also be sure the new characters have the MassAgent component and their values for the component set!
@@dustinsmith8341 thanks I gotta revisit this I ended up creating my own spawner and just added a few pins for different characters so when I spawn them in I get it to work I just have to set their animations individually
Do you happen to have a video using mass ai with eqs spawners?
Is it possible to have something like "Quinn NPC" and "Manny NPC" both spawed and controlled this way? I tried creating two versions of the Data Asset, but I can't seem to make the spawner spawn 50% of each one, but that didn't really do it.
It is working just fine, but when i edit the zone area, the NPCs are still spawning around the previous zone area. Can you help me with this issue.
Did you rebuild the zone graph after editing them? In the previous video, shortly before starting the simulation, he had to build the zonegraph.
Part 4?
Important to use a character blueprint with Character Movement component (for example default BP_ThirdPersonCharacter). Otherwise NPCs are not moving
This may be an obvious thing, but for me as a beginner it was a problem
Why don't you want to sync the collision transforms?
I don't see an option to add multiple tasks in the state tree for the wander node. It only has the option for 1 task.
interesting
what about more complicated things like zombie horde?
that is wandering around, hears player, chase him and attack
Hi teacher, thank you very much for taking the time to teach us
I want paragon instead of UE5 character, is it possible to just replace UE5 character with paragon?
How can you help me? I am new
What hardware are you using? Everything looks so smooth on your end compared to mine.
Thank you for this tutorial! It is very easy to follow!
I was wondering if it is possible to have two different paths but select during the simulation which one is used.
Let's say that I have a value and when I press the button P I want them to change the paths and follow the second one. If I press the P again, change the path to the first one.
How can I do that? I understand that is using the ST, but how can I have an input Param in the state tree?
Thanks in advance!
Nice tutorial. Can you do one on using the mass traffic. My mass vehicles are currently colliding with one another. Any idea how to make mass vehicles detect one another
Thank you!!!
Bro I need more About Mass AI
Part 4
Did the exact samr thing and never worked!
Bro, my npcs are holding still, I'm new to UE5 so prolly missing something obvious
Mine wont move either. Ive tried using premade character BPs, making my own, and trying other actor types. I dunno why they wont move.
go back to the state tree part and make sure you did everything properly
Same problem here, and yes, everything is correct in the state tree@@RyouTheMad
Did you do 'Build - Build ZoneGraph'? I had the same issue until I rewatched and realised i'd missed that step.@@gecki_mods
Did u got any solution? i have the same problem and I've build the zone graph also state tree is right!@@gecki_mods
Can they behave normally? attack us etc? see us?
I shall plant the Next seed here. Mass AI Combat Creed Style/GTA Mixture.