If anyone has an error where Set Groom Asset function is missing or you only get warnings to add 2 plugins and not 3, add the groom plugin to your project manually.
young young young from 1 hour 30 min. to 15 min. I got it right the first time. Audio was also super written. Voice is also very pleasant to hear. Keep it up and your channel will explode with members. Kiss Kiss😂👍
UE5.1 After first step at 1:40 "Can't connect pins Groom and Asset : Soft Object Reference is not compatible with Soft Object Reference. " I hope your new videos are coming soon. Thank you for figuring this stuff out for us.
I just did a test on 5.1 and it seems you need to enable Groom plugin manually then City Sample Crowd works normally. I'm still testing MassAI in 5.1 but think we just need to remove some traits/fragments and add other traits/fragments and it works like in 5.0.
@@viperdkue5I added Groom from plugin at the beginning. It almost work. I get last minute error: "Some traits are requiring the presence of fragments which are missing"
@@GuillaumeLT Add Transform Fragment and agent radius Fragment under Assorted Fragment and in BP_CrowdChar select MassAgent then in details panel under Mass/Entity Config remove all and add only AgentMovementSync and AgentOrientationSync, that worked for me.. Good luck 🤞
Unfortunately, it doesn't work with 5.3 . I tried anything, even the Traits corrections suggested, but I obtain just some persons that walk in place. ah and there is in any version a strange bug, like a glitch with the shadow that intersect with the main skin. Someone have a solution? thanks.
Hi, thanks for the tutorial, but I tried it on version 5.3.2, and it didn't work for me. The Blueprint gives me many more errors than the ones shown there. Groom errors (and I have it enabled)
While I'm here, let me give some input that might hel someone that runs into the same problem as me. If you're importing some meshes for landscape, they might come with no collisions. If that's the case, when you hit play, your crowd will fall into the infinity and you'll be just seeing the ai debug, should it be turned on. If that happens, try to build the collisions for your ground mesh.
Any idea how to fix the "Some traits are requiring the presence of fragments which are missing!" error coming from the ST_Crowd fragment in the State Tree Trait inside the DA_CrowdAgent?
Can anyone confirm, does this work in 5.3? I'm getting the following when I play "Some traits are requiring the presence of fragments which are missing"
"Some traits are requiring the presence of segments which are missing". Regardless of what I do, I get this message after following each of your steps.
Hey Thank you so much. I try find the City Sample Crownd on Fab, but I think that isn't available to download. Could you share the the pack for downloading? Thanks again!
Dont work in 5.1, 1:22 . Y can fix this? In use pin Asset no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin. In use pin no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin. In use pin Target no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin. LogOutputDevice: Error: Ensure condition failed: UE::MassBehavior::SetExternalFragments(StateTreeContext, StateTreeContext.GetEntityManager()) [File:D:\build\++UE5\Sync\Engine\Plugins\AI\MassAI\Source\MassAIBehavior\Private\MassStateTreeProcessors.cpp] [Line: 174] LogOutputDevice: Error: StateTree will not execute due to missing required fragments.
I just did a test on 5.1 and it seems you need to enable Groom plugin manually then City Sample Crowd works normally. I'm still testing MassAI in 5.1 but think we just need to remove some traits/fragments and add other traits/fragments and it works like in 5.0.
@@Gladiy maybe i am late to the party but after you install all the plugins you need to delete and re import the crowds asset, at the very beginning is where it makes all the work related to hairs mustaches etc...
The UE 5.5 update is breaking the BP_CrowdCharacter "GetSafeCopy" function over its MakeArray pin, to fix it right-click that MakeArray [0] pin element and click "remove array element pin".
Thanks for the video. I tried it in UE5.1. At the start of the simulation, I get the message "Some traits are requiring the presence of fragments which are missing!" and there are no people on the screen. Is there a workaround?
Im not sure why it isnt working for me, the walking animations and character randomization work in the viewport but i followed the steps and nothing is spawning. I must've messed up an important step along the way
Hii, thanks for the tutorial! It´s almost working in 5.1, but I think the walking animation isn´t looping. I guess it´s because I can´t find where to put the things of the 5.1 screenshots : ABP_Crowd-SeguencerPlayer-Details Where can I find that panel? Thanks!!!!
Big thanks!! I'm trying to make a little cyberpunk street. What do you think is the best practice to make use of this and change pedestrians to cyberpunk look?
I encountered a problem if my level/map is too big and my zone graphs are far from the centre my mass spawner does not spawn any humans. Anyone encountered this and managed to solve this?
Great tutorial! It works for newbie like me! But is there any way to make the crowd not collide with each other? The original crowd from ue5 City sample have a sensor which make them not colliding with each other
I successfully converted this project to version 5.4 and started from a blank project to move this crowd simulation to my custom map. However, after playing for a while, the crowds that are supposed to move along the path start to wander off on their own, even though not much time has passed. This unexpected result has left me unsure of where to start and how to fix it. If there are any explanations about controlling such variables in the channel, please recommend them to me. There are so many versions and videos in the channel that it confuses me.
Hey, Thank for the tutorial, I am facing an issue that i can't find a fix for, following ur method on 5.2 worked like a charm but this doesn't work on 5.3 it just keep crashing once i open the BP_CrowdCharacter ( causing a rash with Rigvm and multiple other things) IDK what to do to get it to work on 5.3
Hi, thanks for this helpful tutorial. May I ask what can I do to assign another animation/behavior of other characters, not just walking behavior? I tried making a duplicate of the ABP_Crowd and change the animation but somehow it doesn't work. Thanks in advance for your reply.
Thanks for the tutorial. It all went well, but at 9:20 I couldn't select the state tree that I made, somehow the Mass Entity Config doesn't see my state tree. Any help is appreciated. Thanks!
Hello, what is the console command to stop UE5 from crashing? With the traffic simulator it's ai.traffic.parallelize 0, is there a similair command for the crowd?
I wish the tutorial would explain why we are doing everything. Some of it was obvious, but some brief descriptions would be really helpful for learning.
I recommend following the official Unreal "Your First 60 Minutes with Mass" tutorial in addition. They explain a few details and if you did that one first, and then do this youtube tutorial you'll understand what is going on a lot better.
@@rboerdijk76 Gotcha. I have been holding off on going too deep with Mass since Epic has stated it won't be ready for actual game production (similar to systems like Chaos) for a few years.
Thank for your tutorials, it works fine on 5.1. Just wondering how we can assign another animation/behavior of these characters, not just walking only.
A warning needs to be given to not run this on a (custom) city sample project. The suggested changes screw up the included crowd character which can't be repaired. It made my project unusable and now I have to redo the work of two weeks.
Does the zone have to be a closed circuit? I just wanted to create a single path that despawns NPC's when they reach the end and respawns them somewhere
@@ElectricLoft eventually, had to just go through each error, most of the time the groom component was reset to object component. Some nodes wouldn't work and needed to be copied from an open 5.0 project that had it working and some connections were depreciated. I got it fixed but haven't tried doing the rest of the steps yet to see if it works
First of all - Many Thanks for a wonderful tutorial ! Really Really appreciate your work ! As I belive many with me would like you to do an updated version for 5.2 because I don´t believe there are one person here that use 5.2 that has it working....I got 60 Errors when compiling - And that is just to much to be resolved....Like many others here there are problems with Mustache, Beard and Hair but also "Set Grooms Material". I tried what people have suggested here - but no luck. So please please - Could you make a New tutorilar for 5.2 - Because of Nanites nearly everyone will use 5.2 soon i guess.... IF someone here has a working version - An example of the Mass Crowd working (Not the city sample...) it would be much appreciated to be able to download or in some way understand how you got it working.... Kind Regards
Same here got rid of all warnings, but when it comes to simulate, nothing happens got an error, cant recall what it said as i deleted , but it was to do with missing fragments on the stat tree, but i couldn't figure it out
I tried to solve the traits problem, following the link..but I can't find in the "CrowdAgent" editor the traits = Transform Fragments and Agent Radius Fragments". So the result is always the same, when I do Play nothing happens and it keeps reporting the Traits problem. I use EU 5.2
@@genieeye5783 Unfortunately it doesn't work, when I do Play no character appears and the message "some fragments are added by multiple traits and can only be added by one" appears.
Yep, it only works when you create it from there. Unfortunately, it will still fail later because it cannot be validated: "Some traits are requiring the presence of fragments which are missing!"
It is only needed for the Danger Annotation and we don't use that atm.. combined with the MassAI traffic, traffic can add a Danger Annotation to a Zone and Pedestrians will avoid that zone. Later on I will look at making my own annotations, but ZoneGraphAnnotation only comes with the Danger annotation build in..
@@viperdkue5 Ahh gotcha, thanks. Any idea what would cause the peds to keep moving in their initial direction, but the mesh rotates in the direction the mass agent is moving in? When the ped comes to a corner, the mass agent debug panel moves along the path, and the mesh does rotate towards the new lane orientation, but keeps moving in the direction it was going. This makes it look as if the ped is walking sideways. Almost as if the velocity is not being synchronized from the Mass Entity to the actual ped. The three traits are setup identical as in the video (Capsule Collision Sync: No Sync Transform + Actor to Mass) / Movement & Orientation Sync: Mass to Actor.
@@viperdkue5 Tried that, but didn't make a difference. Did some more digging and found out that the Character is in a falling state, causing the velocity that it receives to not be applied as we wanted (can't move forward if you're not touching the ground). So when I find out why it's not touching/detecting the ground, this will most likely be resolved.
Okay, the sounds weird.. maybe try and change the capsule collision to sync transform, if you use the AIDebug and press shift G and select a character, you can see where the capsule collision is.
I followed every step correctly, even had to rewatch to check Mistakes, but when I run the simulation, it says some fragments are missing and idk which ones are
i do not know if you still answer notifications but i need help: my mass ai system is working just fine but somwhere along the path the spawned civilians just dissapear, anyone know how to solve it?
Thanks for the tutorial - everything is working nicely, but the graphics are not looking too good with glitching head. And it's hitting my frame rate down to 10fps. My CPU is maybe the problem being only an i5. but gpu is a decent 3090. Any optimisations I can do on this? Thanks
Amazing tutorial liked suscribed and hitted the bell :D. i really wanna adapt this to my project i'll try to change meta-humans with low poly models and gonna try to use this system for vr projects if its possible.
Hello, I followed with 5.2, there is the following error, how to solve it; LogMass: Error: Trait(MassCrowdVisualizationTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Trait(MassZoneGraphNavigationTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassNavigationObstacleTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: Trait(MassObstacleAvoidanceTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassMovementTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassSteeringTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassSmoothOrientationTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Trait(MassLODCollectorTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Some traits are requiring the presence of fragments which are missing!
Hi, sorry but i really copy cat your tutorial and at the end i dont have the same as you. When i hit play, nothing shows up. Any idea on why it could happen? I really did everything, i just didnt find MTN_walk (don't know why)
Hello The training you provide is very successful and useful. But I could not run this system in Unreal Engine 5.3. Are you considering making a training video for this?
Hello ! Thanks a lot for this amazing tutorial, however I have this error when I hit play or debug options in the massspawner (and can't find out why!): "LogMass: Error: Trait(MassCrowdVisualizationTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Trait(MassZoneGraphNavigationTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassNavigationObstacleTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: Trait(MassObstacleAvoidanceTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassMovementTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassSteeringTrait) has missing dependency: LogMass: Error: AgentRadiusFragment LogMass: Error: TransformFragment LogMass: Error: Trait(MassSmoothOrientationTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Trait(MassLODCollectorTrait) has missing dependency: LogMass: Error: TransformFragment LogMass: Error: Some traits are requiring the presence of fragments which are missing! LogMass: See the log for details LogMassRepresentation: Error: No associated meshes for this intanced static mesh type" Thanks a lot for help!
It seems that I've "solved" the problem by adding "TransformFragment" and "AgentRadiusFragment" to the first traits (Assorted Fragments) in "DA_Crowd", however now I have another problem haha: "LogMassRepresentation: Error: No associated meshes for this intanced static mesh type LogMass: Error: Fragment(AgentRadiusFragment) was added multiple time and can only be added by one trait. Fragment was added by: LogMass: Error: MassAssortedFragmentsTrait LogMass: Error: MassAgentCapsuleCollisionSyncTrait LogMass: Error: Fragment(MassVelocityFragment) was added multiple time and can only be added by one trait. Fragment was added by: LogMass: Error: MassAgentMovementSyncTrait LogMass: Error: MassMovementTrait LogMass: Error: Some fragments are added by multiple traits and can only be added by one!"
How did you learn all that, there is no documentation on it ?? it would be great if you explained what all those option are for and why you selected some specific stuff !
Hi I am new to unreal engine. and i wonder how can we add these crowd in level sequence and make a cinematic camera and render it. becauez the crowd only emits when we hit play button. what if we are making a short film and have to add crowd in a shot. how can we do it? Can't we emit crowd without hitting play button and add them in level sequencer so that we can render them. please reply if you can i am stuck in there, i don't know how to do it. thanks.
@@dan2059 I got the solution. simulation will automatically trigger when we render it. we can't see it in the camera view while scrubbing in level sequencer but it will be shown in the final render.
@@abhishekbasiwal3thank you! So if we can’t scrub through it, then there would be no way to animate a car weaving through traffic without doing it in PIE, right?
@@jobegruen4273 Yes, Crowd will emit in final render only. Or maybe there is other workaround with blueprint but i have no idea about that as i am not that good in blueprints.
Great videos I'd be very interested in examples on how to use the system for more freely roaming AI, e.g. animals or horde of zombies. Is this system feasible for these applications?
@@viperdkue5 any progress on your plugin? anyway, im willing to pay to get a mass ai zombie horde running, means like 1000+ zombies on screen / viewport with animations, collision, behavior and different "skins".
Not really, because MassAI limits the amount of high res actors that is visible on the screen and use low res actors at a distance and we can use a static mesh with vertex animation material at far distance. off screen there is no actor, just the MassAI agent that is highly optimized.. In the City sample project they use thousands of characters, so it works at scale, if you setup it right..
@@SonicTheCat When BP_CrowdCharacter is used as low res it Ticks at a lower rate, if you add a SimulationLOD Trait and enable Variable Ticking and this is just a quick getting started guide, its the same way EPIC does it in the Matrix demo, but yeah it can be optimized a lot more, I think its one of the main reasons the Matrix demo runs at so low FPS..
@@viperdkue5 This part shocked me too. I think you should also talk about the optimisation process because nobody wants max res metahumans being rendered when they don't need to be
Hi. Amazing video, by the way. Is there a way to activate the crowd mass ai when doing a movie in sequencer? I tried to track pretty much everything I thought that might work, but I had no luck with that. Can you help with that, or does anyone know something about this?
@@viperdkue5 I think there might be a way to trigger an event in sequencer that activates other events on a blueprint. The thing is the crowd mass is working based on event begin play. I'm trying to do that in sequencer. If you have a BP_character, you can track it on sequencer. When they spawn on event begin play, you don't have them on the outliner
@@ruimarques12345 You can actually use it without the Spawner, if you make a duplicate of your DataAsset and delete the CrowdVisualization from it and add the DataAsset to the MassAgent in BP_Character, you can just hand place the BP_Character and the MassAI works, but I dont know how it works in sequencer..
@@viperdkue5 I tried that but it only spawned the character itself. It didn't show any characters, apart from the one of the BP itself. If it did work it might be the solution because I can track blueprints directly from sequencer. It would be like a BP that would trigger the crowd simulation. So far, I wasn't able to make it work. Maybe I did something wrong
If anyone has an error where Set Groom Asset function is missing or you only get warnings to add 2 plugins and not 3, add the groom plugin to your project manually.
Turn on all the "Groom" plugins to fix it.
Fantastic tutorial, looking forward to learning how to spawn crowds in different zones.
one of the easiest to follow tutorials i think ive ever used, good stuff!
young young young from 1 hour 30 min. to 15 min. I got it right the first time. Audio was also super written. Voice is also very pleasant to hear. Keep it up and your channel will explode with members. Kiss Kiss😂👍
Excellent tutorial, very clear. Thanks for taking the time to share your expertise, much appreciated!
Another amazing tutorial Thanks a lot for sharing with us your knowledge .
That's amazing man!
Can't wait for more stuff
Excellent tutorial, easy to follow. Thanks!
An explanation behind everything you do would be much more insightful than just instructions.
UE5.1 After first step at 1:40 "Can't connect pins Groom and Asset : Soft Object Reference is not compatible with Soft Object Reference. " I hope your new videos are coming soon. Thank you for figuring this stuff out for us.
Same issue here, I notice the face doesn't have moustache etc. either... the asset did say its not compatible with 5.1, maybe thats the problem?
I just did a test on 5.1 and it seems you need to enable Groom plugin manually then City Sample Crowd works normally. I'm still testing MassAI in 5.1 but think we just need to remove some traits/fragments and add other traits/fragments and it works like in 5.0.
@Viperdk UE5 ah that's great, if you could post full instructions on any changes from the video once youve finished testing that'd be appreciated!
@@viperdkue5I added Groom from plugin at the beginning. It almost work. I get last minute error: "Some traits are requiring the presence of fragments which are missing"
@@GuillaumeLT Add Transform Fragment and agent radius Fragment under Assorted Fragment and in BP_CrowdChar select MassAgent then in details panel under Mass/Entity Config remove all and add only AgentMovementSync and AgentOrientationSync, that worked for me.. Good luck 🤞
Unfortunately, it doesn't work with 5.3 . I tried anything, even the Traits corrections suggested, but I obtain just some persons that walk in place. ah and there is in any version a strange bug, like a glitch with the shadow that intersect with the main skin.
Someone have a solution? thanks.
under Assorted Fragements you have to add two more Fragments:
Transform Fragment
Agent Radius Fragment
@@malteetlam3330 Thanks alot! it works.
What a great tutorial man. Thank you. Keep it up i can't wait until for next videos. It would be great if the mass ai crowd can have their asscesory.
City Sample crowd's BP is showing errors in 5.1. Can you please make a video to fix that?
Hi, thanks for the tutorial, but I tried it on version 5.3.2, and it didn't work for me. The Blueprint gives me many more errors than the ones shown there. Groom errors (and I have it enabled)
Yep, same here, still trying to fix it.
While I'm here, let me give some input that might hel someone that runs into the same problem as me. If you're importing some meshes for landscape, they might come with no collisions. If that's the case, when you hit play, your crowd will fall into the infinity and you'll be just seeing the ai debug, should it be turned on. If that happens, try to build the collisions for your ground mesh.
Any idea how to fix the "Some traits are requiring the presence of fragments which are missing!" error coming from the ST_Crowd fragment in the State Tree Trait inside the DA_CrowdAgent?
I get the same bug using a custom character as well
Same error here. :(
u find a solution?
Can anyone confirm, does this work in 5.3? I'm getting the following when I play "Some traits are requiring the presence of fragments which are missing"
In the Data asset, under Assorted Fragements you have to add two more Fragments:
Transform Fragment
Agent Radius Fragment
"Some traits are requiring the presence of segments which are missing". Regardless of what I do, I get this message after following each of your steps.
We need to add Transform and Agent Radius inside Assorted Fragments to solve this issue.
@@leventeczutor8239 What if we did that and it still says segments are missing?
Hey Thank you so much. I try find the City Sample Crownd on Fab, but I think that isn't available to download. Could you share the the pack for downloading? Thanks again!
Please also do a tutorial on adding custom metahumans into masscrowd walk.
Yeah, that a good idea, I will look in to that ^^
I need this tutorial too!@@viperdkue5
Great tutorial! From some reason, my agents doesn't move, just walk in place. How do I fix it?
Hello there. did you solve the problem?
@@abdurrahimkandemir7413 me, too.............
Thanks a lot!!! This is priceless!!!
Dont work in 5.1, 1:22 . Y can fix this?
In use pin Asset no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin.
In use pin no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin.
In use pin Target no longer exists on node Set Groom Asset . Please refresh node or break links to remove pin.
LogOutputDevice: Error: Ensure condition failed: UE::MassBehavior::SetExternalFragments(StateTreeContext, StateTreeContext.GetEntityManager()) [File:D:\build\++UE5\Sync\Engine\Plugins\AI\MassAI\Source\MassAIBehavior\Private\MassStateTreeProcessors.cpp] [Line: 174]
LogOutputDevice: Error: StateTree will not execute due to missing required fragments.
I just did a test on 5.1 and it seems you need to enable Groom plugin manually then City Sample Crowd works normally. I'm still testing MassAI in 5.1 but think we just need to remove some traits/fragments and add other traits/fragments and it works like in 5.0.
@@viperdkue5 The plugin Groom has been enabled. We are looking forward to your guide under 5.1
@@Gladiy maybe i am late to the party but after you install all the plugins you need to delete and re import the crowds asset, at the very beginning is where it makes all the work related to hairs mustaches etc...
The UE 5.5 update is breaking the BP_CrowdCharacter "GetSafeCopy" function over its MakeArray pin, to fix it right-click that MakeArray [0] pin element and click "remove array element pin".
some traits are requiring the presence of fragments which are missing
help please :D
Thanks for the video. I tried it in UE5.1. At the start of the simulation, I get the message "Some traits are requiring the presence of fragments which are missing!" and there are no people on the screen. Is there a workaround?
this shows you what Traits you need drive.google.com/file/d/1D1lPc-nIbJq7Q0xmC9Fh-q19nNv1JnCX/view
@@viperdkue5 Thanks man, that worked perfectly for me
@@viperdkue5 Thank you. I set the part you mentioned and it works. Have a nice day.
@@viperdkue5 You're a lifesaver, adding the fragments I was missing in the DA and adding those 2 traits in the BP got my actors to show up! Thank you!
@@viperdkue5 Thanks!!
just perfect
thanks for these tutorials! will you make a more complex tutorial for vehicles? (To change their color and make the lights work)
Yes, I will try and make a video about it soon .
Im not sure why it isnt working for me, the walking animations and character randomization work in the viewport but i followed the steps and nothing is spawning. I must've messed up an important step along the way
same
Bro why don’t you upload anymore ..? The people need you
Hii, thanks for the tutorial! It´s almost working in 5.1, but I think the walking animation isn´t looping. I guess it´s because I can´t find where to put the things of the 5.1 screenshots : ABP_Crowd-SeguencerPlayer-Details
Where can I find that panel?
Thanks!!!!
me too. all working execept that ;< please help me
Big thanks!! I'm trying to make a little cyberpunk street. What do you think is the best practice to make use of this and change pedestrians to cyberpunk look?
Just use your Cyberpunk Character and add mass agent to it :)
Great tutorial, thank you! How would we make this pedestrian system with EQS? Can you use behavior trees instead of state trees?
I dont think so :S Have a look at this th-cam.com/video/w7zs7-oI2_I/w-d-xo.html
Thank you. I failed at the first step where my blueprint have no hair, groom, moustache etc
I encountered a problem if my level/map is too big and my zone graphs are far from the centre my mass spawner does not spawn any humans. Anyone encountered this and managed to solve this?
How do I get this to show up on a cinematic video or rendering?
Great tutorial. Can we have another vehicle tutorial? Because the current use method seems to be different from the previous vehicle tutorial.
Can I ask - I need a crowd just walk from point A to point B, what would be the quickest way to do this? Spawn at 1 point (not along the path)
Not sure I understand what you want to do, ?
Hello, if I follow your tutorial the npc do not walk, they are walking on place. Any idea why?
Do you have 2 Zoneshapes connected?
@@viperdkue5 Ah ok, I remember I did not. The Problem was the triangles stays grey they didn‘t went white. Any idea why. I‘ll try again
@@SvenRopertz Are they the same Lane profile ?
@@viperdkue5 Yes they are
Thanks for the tutorial
hi ya, ive followed everything in the tutorial and still nothing spawns at the end. In the debugger nothing shows up either. Any idea why? im on 5.2
Great tutorial! It works for newbie like me! But is there any way to make the crowd not collide with each other? The original crowd from ue5 City sample have a sensor which make them not colliding with each other
I successfully converted this project to version 5.4 and started from a blank project to move this crowd simulation to my custom map. However, after playing for a while, the crowds that are supposed to move along the path start to wander off on their own, even though not much time has passed. This unexpected result has left me unsure of where to start and how to fix it. If there are any explanations about controlling such variables in the channel, please recommend them to me. There are so many versions and videos in the channel that it confuses me.
Great video! Thank you so much for using an AI voice instead of nothing. I can't stand silent tutorials.
Hey,
Thank for the tutorial, I am facing an issue that i can't find a fix for,
following ur method on 5.2 worked like a charm
but this doesn't work on 5.3 it just keep crashing once i open the BP_CrowdCharacter ( causing a rash with Rigvm and multiple other things)
IDK what to do to get it to work on 5.3
In my component panel face don't have mustache, beard and hair.
can you please help me here ?
Thanks a lot!
Awesome tutorial !!! Btw let’s say I need to edit the route of the people do I need to redo the whole thing ? Or can I just edit the path somehow?
In the Editor you can edit the zoneshapes and and click rebuild Zonegraph, In the Game we can not edit the Zoneshapes, maybe in the future.
Hi, thanks for this helpful tutorial. May I ask what can I do to assign another animation/behavior of other characters, not just walking behavior? I tried making a duplicate of the ABP_Crowd and change the animation but somehow it doesn't work. Thanks in advance for your reply.
Thanks for the tutorial. It all went well, but at 9:20 I couldn't select the state tree that I made, somehow the Mass Entity Config doesn't see my state tree. Any help is appreciated. Thanks!
I got round this by clicking Create State Tree from inside the Entity Config and that was the only way I could get it in there.
@@qntmstudios1214 This not working for me, if I create a new one here, it still doesn't get added.
@@qntmstudios1214 Actually it worked if I chose the MassStateTreeSchema
@@ElectricLoft I Haven't tried it yet but I will give it a shot when I have some time. Thanks!
Thanks fort sharing. I have a question, why did you switched the LOD representation to High on all?
If you don't put it on high, you need to add a mesh with textureanimation, and it didn't really work at the time.
Thank you I appreciate!@@viperdkue5
Marvelous, thanks
It worked!
This is awesome thanks!
Hello, what is the console command to stop UE5 from crashing? With the traffic simulator it's ai.traffic.parallelize 0, is there a similair command for the crowd?
I wish the tutorial would explain why we are doing everything. Some of it was obvious, but some brief descriptions would be really helpful for learning.
I recommend following the official Unreal "Your First 60 Minutes with Mass" tutorial in addition. They explain a few details and if you did that one first, and then do this youtube tutorial you'll understand what is going on a lot better.
@@rboerdijk76 Gotcha. I have been holding off on going too deep with Mass since Epic has stated it won't be ready for actual game production (similar to systems like Chaos) for a few years.
Hi master~ thx for the demo. I have a question for this simulation. Can we change the metahuman actors to other type of characters? Thank you
Yes, you can use any character you want with Crowd, and any StaticMeshs if you use just the MassAI.
Do you have blueprint road? I try to find it few months ago, but still didn't find it yet.
Nice! Is it possible to make these MassAI to do daily tasks such as go to bed at night then wake up in the morning and go to work, then repeat.
Feet sliding at its best!
Thank for your tutorials, it works fine on 5.1. Just wondering how we can assign another animation/behavior of these characters, not just walking only.
I think you'd need to assign that animation through the character's Anim Blueprint
My ai take a few steps then walk in place. How do I fix it?
If you figure this out let me know
Thanks for this amazing tutorial. Is there anyway to make this renderable in level sequence? How do I trigger this event?
Yes, dont use the spawner but place actors by hand and add the DataAsset to MassAI agent in your Character BP
@@viperdkue5 thanks I will give it a go👍🏻
thanks for the tutorial
Thanks.. Like 100's or 1000's, then yeah I would use MassAI for that, but you have to write your own c++ traits and use EQS
Have a look at this th-cam.com/video/w7zs7-oI2_I/w-d-xo.html
@@viperdkue5 WOW! Thanks a lot! I wasn't know EQS. I'll do r&g for it.
OK I waa sent here from your other video. I followed this one and now no characters spawn at all when I press play.
How is the performance of Mass when let´s say moving around 1000 agents and 10k agents?
A warning needs to be given to not run this on a (custom) city sample project. The suggested changes screw up the included crowd character which can't be repaired. It made my project unusable and now I have to redo the work of two weeks.
whatever happens we never do a test on a version without backup
or you do the tests on a blank version I'm sorry for you
Why I can’t see people ? I only see AI debug text box . please tell me
Does the zone have to be a closed circuit? I just wanted to create a single path that despawns NPC's when they reach the end and respawns them somewhere
Is it possible for mass AI to detect damage then send messages to regular AI?
Mass AI is only for movement, so you can still use the BP Actors as normal ^^
I got a question. When you set this up, do they show up in sequencer as well? or only in play mode?
update for 5.1? - cant get past the character bp setup as so many errors
solve it?
@@ElectricLoft eventually, had to just go through each error, most of the time the groom component was reset to object component. Some nodes wouldn't work and needed to be copied from an open 5.0 project that had it working and some connections were depreciated. I got it fixed but haven't tried doing the rest of the steps yet to see if it works
How to do this with city sample vehicle? Will it work similar? Any help is appreciated.
th-cam.com/video/RRWr_Hnn5Bg/w-d-xo.html
I'm getting stuck at 09:23min. The ST_crowd option isn't coming. I'm using 5.1 Version. Pls help?
First of all - Many Thanks for a wonderful tutorial ! Really Really appreciate your work ! As I belive many with me would like you to do an updated version for 5.2 because I don´t believe there are one person here that use 5.2 that has it working....I got 60 Errors when compiling - And that is just to much to be resolved....Like many others here there are problems with Mustache, Beard and Hair but also "Set Grooms Material". I tried what people have suggested here - but no luck. So please please - Could you make a New tutorilar for 5.2 - Because of Nanites nearly everyone will use 5.2 soon i guess....
IF someone here has a working version - An example of the Mass Crowd working (Not the city sample...) it would be much appreciated to be able to download or in some way understand how you got it working....
Kind Regards
I'm running into the same issues with 5.2 and would also like to see an updated tutorial.
Same here got rid of all warnings, but when it comes to simulate, nothing happens got an error, cant recall what it said as i deleted , but it was to do with missing fragments on the stat tree, but i couldn't figure it out
I got it working in 5.3.2, added some notes on what needed to be done in addition to following the video in my other comment.
@@mickmeenan if you literally add all the missing fragments mentioned in the error message to the Crowd Data asset it should work
@@liampugh how?
LogMass: Error: Trying to extract CharacterMovementComponent from BP_CrowdCharacter_C_0 failed
got some issues with traits, it says it's deprecated, what do I do?
I tried to solve the traits problem, following the link..but I can't find in the "CrowdAgent" editor the traits = Transform Fragments and Agent Radius Fragments".
So the result is always the same, when I do Play nothing happens and it keeps reporting the Traits problem. I use EU 5.2
under"assorted fragments",add a new index. You'll see.
@@genieeye5783 Unfortunately it doesn't work, when I do Play no character appears and the message "some fragments are added by multiple traits and can only be added by one" appears.
cant put the statetree in the data asset :/
Yep, it only works when you create it from there. Unfortunately, it will still fail later because it cannot be validated: "Some traits are requiring the presence of fragments which are missing!"
Can you remake the video for Unreal Engine 5.2?
How come the MassEntityConfigAsset doesn't require a ZoneGraphAnnotation trait here?
It is only needed for the Danger Annotation and we don't use that atm.. combined with the MassAI traffic, traffic can add a Danger Annotation to a Zone and Pedestrians will avoid that zone. Later on I will look at making my own annotations, but ZoneGraphAnnotation only comes with the Danger annotation build in..
@@viperdkue5 Ahh gotcha, thanks.
Any idea what would cause the peds to keep moving in their initial direction, but the mesh rotates in the direction the mass agent is moving in? When the ped comes to a corner, the mass agent debug panel moves along the path, and the mesh does rotate towards the new lane orientation, but keeps moving in the direction it was going. This makes it look as if the ped is walking sideways. Almost as if the velocity is not being synchronized from the Mass Entity to the actual ped.
The three traits are setup identical as in the video (Capsule Collision Sync: No Sync Transform + Actor to Mass) / Movement & Orientation Sync: Mass to Actor.
@@artofcode yeah, I have had that happen to, maybe try and set Movement sync to both ways and see it it helps..
@@viperdkue5 Tried that, but didn't make a difference. Did some more digging and found out that the Character is in a falling state, causing the velocity that it receives to not be applied as we wanted (can't move forward if you're not touching the ground). So when I find out why it's not touching/detecting the ground, this will most likely be resolved.
Okay, the sounds weird.. maybe try and change the capsule collision to sync transform, if you use the AIDebug and press shift G and select a character, you can see where the capsule collision is.
I followed every step correctly, even had to rewatch to check Mistakes, but when I run the simulation, it says some fragments are missing and idk which ones are
ME,TOO
did you figure it out?
@chillchillshit nope I haven't. I decided to focus on other things until someone responded with a solution
Excellent guide thanks, if I want to have more than one place where people go what do I do?
i do not know if you still answer notifications but i need help: my mass ai system is working just fine but somwhere along the path the spawned civilians just dissapear, anyone know how to solve it?
Thanks for the tutorial - everything is working nicely, but the graphics are not looking too good with glitching head. And it's hitting my frame rate down to 10fps. My CPU is maybe the problem being only an i5. but gpu is a decent 3090. Any optimisations I can do on this? Thanks
Amazing tutorial liked suscribed and hitted the bell :D.
i really wanna adapt this to my project i'll try to change meta-humans with low poly models and gonna try to use this system for vr projects if its possible.
Go for it ;)
Hello, I followed with 5.2, there is the following error, how to solve it;
LogMass: Error: Trait(MassCrowdVisualizationTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassZoneGraphNavigationTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassNavigationObstacleTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: Trait(MassObstacleAvoidanceTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassMovementTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassSteeringTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassSmoothOrientationTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassLODCollectorTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Some traits are requiring the presence of fragments which are missing!
Hi, sorry but i really copy cat your tutorial and at the end i dont have the same as you.
When i hit play, nothing shows up.
Any idea on why it could happen?
I really did everything, i just didnt find MTN_walk (don't know why)
Groom elements are not showing in my project what should I do?
What do we do if we dont want them to follow a spline, but rather follow the player?
Hello
The training you provide is very successful and useful.
But I could not run this system in Unreal Engine 5.3. Are you considering making a training video for this?
life saver
Hello !
Thanks a lot for this amazing tutorial, however I have this error when I hit play or debug options in the massspawner (and can't find out why!):
"LogMass: Error: Trait(MassCrowdVisualizationTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassZoneGraphNavigationTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassNavigationObstacleTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: Trait(MassObstacleAvoidanceTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassMovementTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassSteeringTrait) has missing dependency:
LogMass: Error: AgentRadiusFragment
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassSmoothOrientationTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Trait(MassLODCollectorTrait) has missing dependency:
LogMass: Error: TransformFragment
LogMass: Error: Some traits are requiring the presence of fragments which are missing!
LogMass: See the log for details
LogMassRepresentation: Error: No associated meshes for this intanced static mesh type"
Thanks a lot for help!
It seems that I've "solved" the problem by adding "TransformFragment" and "AgentRadiusFragment" to the first traits (Assorted Fragments) in "DA_Crowd", however now I have another problem haha:
"LogMassRepresentation: Error: No associated meshes for this intanced static mesh type
LogMass: Error: Fragment(AgentRadiusFragment) was added multiple time and can only be added by one trait. Fragment was added by:
LogMass: Error: MassAssortedFragmentsTrait
LogMass: Error: MassAgentCapsuleCollisionSyncTrait
LogMass: Error: Fragment(MassVelocityFragment) was added multiple time and can only be added by one trait. Fragment was added by:
LogMass: Error: MassAgentMovementSyncTrait
LogMass: Error: MassMovementTrait
LogMass: Error: Some fragments are added by multiple traits and can only be added by one!"
@@christophe1584 Hey, I am facing the same error. Did you find the solution?
How did you learn all that, there is no documentation on it ?? it would be great if you explained what all those option are for and why you selected some specific stuff !
Hi, thanks for tutorial, please tell if it is possible to update and modify zone graph in realtime.
Sadly not atm, Epic may change that later on. I'm looking into if I can modify the engine source code to let it update in-game.
@@viperdkue5 Thank you, very interesting how it will work in real time
Hi I am new to unreal engine. and i wonder how can we add these crowd in level sequence and make a cinematic camera and render it. becauez the crowd only emits when we hit play button. what if we are making a short film and have to add crowd in a shot. how can we do it? Can't we emit crowd without hitting play button and add them in level sequencer so that we can render them. please reply if you can i am stuck in there, i don't know how to do it. thanks.
Hey Abhishek, im also trying to do the same thing and stuck, did you find a way to get them into sequencer??
@@dan2059 I got the solution. simulation will automatically trigger when we render it. we can't see it in the camera view while scrubbing in level sequencer but it will be shown in the final render.
@@abhishekbasiwal3thank you! So if we can’t scrub through it, then there would be no way to animate a car weaving through traffic without doing it in PIE, right?
@@jobegruen4273 Yes, Crowd will emit in final render only. Or maybe there is other workaround with blueprint but i have no idea about that as i am not that good in blueprints.
@@abhishekbasiwal3 that makes two of us! Thank you for replying!
As soon as I “Reparent” the skeletal mesh disappears and I receive different errors than the ones you show here. No good.
Great videos
I'd be very interested in examples on how to use the system for more freely roaming AI, e.g. animals or horde of zombies. Is this system feasible for these applications?
yes that's a good idea, use EQS in stead of zoneshapes, MassAI is perfect for that..
@@viperdkue5 Could you please elaborate on this, or even make a tutorial? Thanks in advance.
@@viperdkue5 any progress on your plugin?
anyway, im willing to pay to get a mass ai zombie horde running, means like 1000+ zombies on screen / viewport with animations, collision, behavior and different "skins".
Isn't the point of Mass to not use expensive actors like Character for everything? This setup looks like it won't scale up to lots of entities.
Not really, because MassAI limits the amount of high res actors that is visible on the screen and use low res actors at a distance and we can use a static mesh with vertex animation material at far distance. off screen there is no actor, just the MassAI agent that is highly optimized.. In the City sample project they use thousands of characters, so it works at scale, if you setup it right..
@@viperdkue5 Right, but you used BP_CrowdCharacter as your low res actor in the video.
@@SonicTheCat When BP_CrowdCharacter is used as low res it Ticks at a lower rate, if you add a SimulationLOD Trait and enable Variable Ticking and this is just a quick getting started guide, its the same way EPIC does it in the Matrix demo, but yeah it can be optimized a lot more, I think its one of the main reasons the Matrix demo runs at so low FPS..
@@viperdkue5 This part shocked me too. I think you should also talk about the optimisation process because nobody wants max res metahumans being rendered when they don't need to be
Hi. Amazing video, by the way. Is there a way to activate the crowd mass ai when doing a movie in sequencer? I tried to track pretty much everything I thought that might work, but I had no luck with that. Can you help with that, or does anyone know something about this?
I dont know, I have never used the sequencer, but I'll give it a try.
@@viperdkue5 I think there might be a way to trigger an event in sequencer that activates other events on a blueprint. The thing is the crowd mass is working based on event begin play. I'm trying to do that in sequencer. If you have a BP_character, you can track it on sequencer. When they spawn on event begin play, you don't have them on the outliner
@@ruimarques12345 You can actually use it without the Spawner, if you make a duplicate of your DataAsset and delete the CrowdVisualization from it and add the DataAsset to the MassAgent in BP_Character, you can just hand place the BP_Character and the MassAI works, but I dont know how it works in sequencer..
@@viperdkue5 I tried that but it only spawned the character itself. It didn't show any characters, apart from the one of the BP itself. If it did work it might be the solution because I can track blueprints directly from sequencer. It would be like a BP that would trigger the crowd simulation. So far, I wasn't able to make it work. Maybe I did something wrong
@@ruimarques12345 Hey Rui, I am in same situation as you were and I couldn't make it work so far, any success?
Thank you Thank you Thank youuuu!