UE5 Tutorial MassAI Crowd in any project in less then 15 mins.

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  • เผยแพร่เมื่อ 30 พ.ย. 2024

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  • @Bladewing51
    @Bladewing51 ปีที่แล้ว +21

    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.

  • @DJDCRYPTER
    @DJDCRYPTER 2 ปีที่แล้ว +2

    Fantastic tutorial, looking forward to learning how to spawn crowds in different zones.

  • @easyskankaify
    @easyskankaify 2 ปีที่แล้ว +2

    one of the easiest to follow tutorials i think ive ever used, good stuff!

  • @81Nemessis
    @81Nemessis 2 ปีที่แล้ว +9

    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😂👍

  • @JB-yk5ic
    @JB-yk5ic 2 ปีที่แล้ว +2

    Excellent tutorial, very clear. Thanks for taking the time to share your expertise, much appreciated!

  • @adnbouch9259
    @adnbouch9259 2 ปีที่แล้ว +4

    Another amazing tutorial Thanks a lot for sharing with us your knowledge .

  • @BarakXYZ
    @BarakXYZ 2 ปีที่แล้ว +1

    That's amazing man!
    Can't wait for more stuff

  • @DjSadhu
    @DjSadhu 2 ปีที่แล้ว +1

    Excellent tutorial, easy to follow. Thanks!

  • @PrabhuRPR
    @PrabhuRPR ปีที่แล้ว +11

    An explanation behind everything you do would be much more insightful than just instructions.

  • @GuillaumeLT
    @GuillaumeLT ปีที่แล้ว +3

    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.

    • @hookman1979
      @hookman1979 ปีที่แล้ว +1

      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?

    • @viperdkue5
      @viperdkue5  ปีที่แล้ว +2

      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.

    • @hookman1979
      @hookman1979 ปีที่แล้ว

      @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!

    • @GuillaumeLT
      @GuillaumeLT ปีที่แล้ว +2

      @@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"

    • @viperdkue5
      @viperdkue5  ปีที่แล้ว +3

      @@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 🤞

  • @claudioproietto6192
    @claudioproietto6192 ปีที่แล้ว +10

    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.

    • @malteetlam3330
      @malteetlam3330 8 หลายเดือนก่อน +7

      under Assorted Fragements you have to add two more Fragments:
      Transform Fragment
      Agent Radius Fragment

    • @Heppastraboi
      @Heppastraboi 3 หลายเดือนก่อน

      @@malteetlam3330 Thanks alot! it works.

  • @wachaoochannel9912
    @wachaoochannel9912 2 ปีที่แล้ว +1

    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.

  • @owaizkhan2776
    @owaizkhan2776 ปีที่แล้ว +3

    City Sample crowd's BP is showing errors in 5.1. Can you please make a video to fix that?

  • @AleRender
    @AleRender ปีที่แล้ว +2

    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)

    • @quentinarrius
      @quentinarrius 10 หลายเดือนก่อน

      Yep, same here, still trying to fix it.

  • @ruimarques12345
    @ruimarques12345 2 ปีที่แล้ว +4

    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.

  • @sascha.
    @sascha. ปีที่แล้ว +2

    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?

    • @andythefork
      @andythefork ปีที่แล้ว

      I get the same bug using a custom character as well

    • @tiedtkeio
      @tiedtkeio ปีที่แล้ว

      Same error here. :(

    • @caspersuniverse565
      @caspersuniverse565 ปีที่แล้ว

      u find a solution?

  • @jbach
    @jbach 9 หลายเดือนก่อน +3

    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"

    • @leandrogamedev
      @leandrogamedev 5 หลายเดือนก่อน +2

      In the Data asset, under Assorted Fragements you have to add two more Fragments:
      Transform Fragment
      Agent Radius Fragment

  • @leventeczutor8239
    @leventeczutor8239 ปีที่แล้ว

    "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.

    • @leventeczutor8239
      @leventeczutor8239 ปีที่แล้ว +3

      We need to add Transform and Agent Radius inside Assorted Fragments to solve this issue.

    • @jessk9581
      @jessk9581 2 หลายเดือนก่อน

      @@leventeczutor8239 What if we did that and it still says segments are missing?

  • @pacotedemaple
    @pacotedemaple หลายเดือนก่อน +1

    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!

  • @StinnMysterious
    @StinnMysterious 2 ปีที่แล้ว +4

    Please also do a tutorial on adding custom metahumans into masscrowd walk.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +3

      Yeah, that a good idea, I will look in to that ^^

    • @海威江
      @海威江 ปีที่แล้ว

      I need this tutorial too!@@viperdkue5

  • @bojantepavcevic7069
    @bojantepavcevic7069 2 ปีที่แล้ว +3

    Great tutorial! From some reason, my agents doesn't move, just walk in place. How do I fix it?

    • @abdurrahimkandemir7413
      @abdurrahimkandemir7413 2 ปีที่แล้ว

      Hello there. did you solve the problem?

    • @nosical1954
      @nosical1954 ปีที่แล้ว

      @@abdurrahimkandemir7413 me, too.............

  • @BorisMagazinnikov
    @BorisMagazinnikov 2 ปีที่แล้ว +1

    Thanks a lot!!! This is priceless!!!

  • @Gladiy
    @Gladiy ปีที่แล้ว +1

    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.

    • @viperdkue5
      @viperdkue5  ปีที่แล้ว

      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
      @Gladiy ปีที่แล้ว

      @@viperdkue5 The plugin Groom has been enabled. We are looking forward to your guide under 5.1

    • @frankdragon
      @frankdragon 2 หลายเดือนก่อน

      @@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...

  • @sensi2fr
    @sensi2fr 10 วันที่ผ่านมา

    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".

  • @joeHenane
    @joeHenane 10 หลายเดือนก่อน +1

    some traits are requiring the presence of fragments which are missing
    help please :D

  • @astromelon
    @astromelon ปีที่แล้ว +3

    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?

    • @viperdkue5
      @viperdkue5  ปีที่แล้ว +3

      this shows you what Traits you need drive.google.com/file/d/1D1lPc-nIbJq7Q0xmC9Fh-q19nNv1JnCX/view

    • @Fedexmaster91
      @Fedexmaster91 ปีที่แล้ว +1

      @@viperdkue5 Thanks man, that worked perfectly for me

    • @astromelon
      @astromelon ปีที่แล้ว

      @@viperdkue5 Thank you. I set the part you mentioned and it works. Have a nice day.

    • @andythefork
      @andythefork ปีที่แล้ว

      @@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!

    • @paulbeeley6210
      @paulbeeley6210 ปีที่แล้ว

      @@viperdkue5 Thanks!!

  • @ShonkV
    @ShonkV 2 ปีที่แล้ว +2

    just perfect

  • @roxas2sora45
    @roxas2sora45 2 ปีที่แล้ว +2

    thanks for these tutorials! will you make a more complex tutorial for vehicles? (To change their color and make the lights work)

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +2

      Yes, I will try and make a video about it soon .

  • @heroacross
    @heroacross ปีที่แล้ว +1

    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

  • @Hahhahahahahahahahahahaohno
    @Hahhahahahahahahahahahaohno ปีที่แล้ว +1

    Bro why don’t you upload anymore ..? The people need you

  • @moisesserrano4943
    @moisesserrano4943 ปีที่แล้ว +2

    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!!!!

    • @JackRussel0717
      @JackRussel0717 ปีที่แล้ว

      me too. all working execept that ;< please help me

  • @litkt7658
    @litkt7658 2 ปีที่แล้ว +1

    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?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      Just use your Cyberpunk Character and add mass agent to it :)

  • @sabrinadu1711
    @sabrinadu1711 2 ปีที่แล้ว +2

    Great tutorial, thank you! How would we make this pedestrian system with EQS? Can you use behavior trees instead of state trees?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      I dont think so :S Have a look at this th-cam.com/video/w7zs7-oI2_I/w-d-xo.html

  • @nazirullsafrypaijo5694
    @nazirullsafrypaijo5694 ปีที่แล้ว +1

    Thank you. I failed at the first step where my blueprint have no hair, groom, moustache etc

  • @l1sten-zh6cv
    @l1sten-zh6cv ปีที่แล้ว +1

    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?

  • @leventeczutor8239
    @leventeczutor8239 ปีที่แล้ว +1

    How do I get this to show up on a cinematic video or rendering?

  • @jingrong7797
    @jingrong7797 2 ปีที่แล้ว +1

    Great tutorial. Can we have another vehicle tutorial? Because the current use method seems to be different from the previous vehicle tutorial.

  • @DjSadhu
    @DjSadhu 2 ปีที่แล้ว +1

    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)

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      Not sure I understand what you want to do, ?

  • @SvenRopertz
    @SvenRopertz 2 ปีที่แล้ว +2

    Hello, if I follow your tutorial the npc do not walk, they are walking on place. Any idea why?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      Do you have 2 Zoneshapes connected?

    • @SvenRopertz
      @SvenRopertz 2 ปีที่แล้ว +1

      @@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

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      @@SvenRopertz Are they the same Lane profile ?

    • @SvenRopertz
      @SvenRopertz 2 ปีที่แล้ว

      @@viperdkue5 Yes they are

  • @syedsaadjamal7471
    @syedsaadjamal7471 2 ปีที่แล้ว +1

    Thanks for the tutorial

  • @phenominc
    @phenominc ปีที่แล้ว +1

    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

  • @yosaphatmade3197
    @yosaphatmade3197 2 ปีที่แล้ว +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

  • @흐물흐물한인간
    @흐물흐물한인간 3 หลายเดือนก่อน

    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.

  • @TorQueMoD
    @TorQueMoD 4 หลายเดือนก่อน

    Great video! Thank you so much for using an AI voice instead of nothing. I can't stand silent tutorials.

  • @mdksmash
    @mdksmash ปีที่แล้ว +1

    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

  • @muhammadtabish1650
    @muhammadtabish1650 ปีที่แล้ว +1

    In my component panel face don't have mustache, beard and hair.
    can you please help me here ?
    Thanks a lot!

  • @naytbreeze
    @naytbreeze 2 ปีที่แล้ว +1

    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?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      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.

  • @videohelper2299
    @videohelper2299 ปีที่แล้ว +1

    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.

  • @sabkarim
    @sabkarim ปีที่แล้ว +1

    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!

    • @qntmstudios1214
      @qntmstudios1214 ปีที่แล้ว +2

      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.

    • @ElectricLoft
      @ElectricLoft ปีที่แล้ว

      @@qntmstudios1214 This not working for me, if I create a new one here, it still doesn't get added.

    • @ElectricLoft
      @ElectricLoft ปีที่แล้ว +2

      @@qntmstudios1214 Actually it worked if I chose the MassStateTreeSchema

    • @sabkarim
      @sabkarim ปีที่แล้ว +1

      @@ElectricLoft I Haven't tried it yet but I will give it a shot when I have some time. Thanks!

  • @ComeLordJesus
    @ComeLordJesus 8 หลายเดือนก่อน

    Thanks fort sharing. I have a question, why did you switched the LOD representation to High on all?

    • @viperdkue5
      @viperdkue5  8 หลายเดือนก่อน +1

      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.

    • @ComeLordJesus
      @ComeLordJesus 8 หลายเดือนก่อน

      Thank you I appreciate!@@viperdkue5

  • @QuasarEngine
    @QuasarEngine 10 หลายเดือนก่อน

    Marvelous, thanks

  • @markusseam1382
    @markusseam1382 2 ปีที่แล้ว +1

    It worked!

  • @AndrewPalmer-vn1yb
    @AndrewPalmer-vn1yb ปีที่แล้ว

    This is awesome thanks!

  • @killer429
    @killer429 ปีที่แล้ว

    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?

  • @gR22401
    @gR22401 ปีที่แล้ว

    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.

    • @rboerdijk76
      @rboerdijk76 ปีที่แล้ว

      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.

    • @gR22401
      @gR22401 ปีที่แล้ว

      @@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.

  • @changtc8873
    @changtc8873 2 ปีที่แล้ว +1

    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

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      Yes, you can use any character you want with Crowd, and any StaticMeshs if you use just the MassAI.

  • @Nano-Heizou
    @Nano-Heizou 4 หลายเดือนก่อน

    Do you have blueprint road? I try to find it few months ago, but still didn't find it yet.

  • @zeon3d755
    @zeon3d755 11 หลายเดือนก่อน

    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.

  • @T0mT4yl0r
    @T0mT4yl0r ปีที่แล้ว

    Feet sliding at its best!

  • @LocNgVIZ
    @LocNgVIZ ปีที่แล้ว +1

    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.

    • @Zarrar2802
      @Zarrar2802 ปีที่แล้ว

      I think you'd need to assign that animation through the character's Anim Blueprint

  • @xdavis2919
    @xdavis2919 2 ปีที่แล้ว +1

    My ai take a few steps then walk in place. How do I fix it?

    • @jon_west
      @jon_west 2 ปีที่แล้ว

      If you figure this out let me know

  • @UnrealVisual
    @UnrealVisual 2 ปีที่แล้ว +1

    Thanks for this amazing tutorial. Is there anyway to make this renderable in level sequence? How do I trigger this event?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +2

      Yes, dont use the spawner but place actors by hand and add the DataAsset to MassAI agent in your Character BP

    • @UnrealVisual
      @UnrealVisual 2 ปีที่แล้ว

      @@viperdkue5 thanks I will give it a go👍🏻

  • @romanhorseman
    @romanhorseman 2 ปีที่แล้ว +1

    thanks for the tutorial

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      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

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      Have a look at this th-cam.com/video/w7zs7-oI2_I/w-d-xo.html

    • @romanhorseman
      @romanhorseman 2 ปีที่แล้ว

      @@viperdkue5 WOW! Thanks a lot! I wasn't know EQS. I'll do r&g for it.

  • @xdavis2919
    @xdavis2919 2 ปีที่แล้ว +1

    OK I waa sent here from your other video. I followed this one and now no characters spawn at all when I press play.

  • @nikwalz3429
    @nikwalz3429 6 หลายเดือนก่อน

    How is the performance of Mass when let´s say moving around 1000 agents and 10k agents?

  • @matthias7998
    @matthias7998 ปีที่แล้ว +1

    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.

    • @LanD_87
      @LanD_87 ปีที่แล้ว

      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

  • @uaungmyintthein4303
    @uaungmyintthein4303 2 ปีที่แล้ว +1

    Why I can’t see people ? I only see AI debug text box . please tell me

  • @MonsterJuiced
    @MonsterJuiced 2 ปีที่แล้ว

    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

  • @zeon3d755
    @zeon3d755 2 ปีที่แล้ว +1

    Is it possible for mass AI to detect damage then send messages to regular AI?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      Mass AI is only for movement, so you can still use the BP Actors as normal ^^

  • @armannasr3681
    @armannasr3681 11 หลายเดือนก่อน

    I got a question. When you set this up, do they show up in sequencer as well? or only in play mode?

  • @rossgribben4870
    @rossgribben4870 ปีที่แล้ว +1

    update for 5.1? - cant get past the character bp setup as so many errors

    • @ElectricLoft
      @ElectricLoft ปีที่แล้ว

      solve it?

    • @deeppixelstudio
      @deeppixelstudio ปีที่แล้ว +1

      @@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

  • @shaanynaseer
    @shaanynaseer 2 ปีที่แล้ว +1

    How to do this with city sample vehicle? Will it work similar? Any help is appreciated.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      th-cam.com/video/RRWr_Hnn5Bg/w-d-xo.html

  • @parthchotaliya3468
    @parthchotaliya3468 ปีที่แล้ว

    I'm getting stuck at 09:23min. The ST_crowd option isn't coming. I'm using 5.1 Version. Pls help?

  • @pumahane999
    @pumahane999 ปีที่แล้ว +5

    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

    • @starchaser28
      @starchaser28 ปีที่แล้ว +2

      I'm running into the same issues with 5.2 and would also like to see an updated tutorial.

    • @mickmeenan
      @mickmeenan ปีที่แล้ว

      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

    • @rboerdijk76
      @rboerdijk76 ปีที่แล้ว

      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.

    • @liampugh
      @liampugh 11 หลายเดือนก่อน

      @@mickmeenan if you literally add all the missing fragments mentioned in the error message to the Crowd Data asset it should work

    • @ahmedhafeez06
      @ahmedhafeez06 11 หลายเดือนก่อน

      @@liampugh how?

  • @santiagoluna4240
    @santiagoluna4240 11 หลายเดือนก่อน

    LogMass: Error: Trying to extract CharacterMovementComponent from BP_CrowdCharacter_C_0 failed

  • @AugustHayashi-x9k
    @AugustHayashi-x9k 10 หลายเดือนก่อน

    got some issues with traits, it says it's deprecated, what do I do?

  • @germantrovato868
    @germantrovato868 ปีที่แล้ว

    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
      @genieeye5783 ปีที่แล้ว

      under"assorted fragments",add a new index. You'll see.

    • @germantrovato868
      @germantrovato868 ปีที่แล้ว

      @@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.

  • @TidexzGames
    @TidexzGames ปีที่แล้ว +1

    cant put the statetree in the data asset :/

    • @sascha.
      @sascha. ปีที่แล้ว +2

      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!"

  •  ปีที่แล้ว +1

    Can you remake the video for Unreal Engine 5.2?

  • @artofcode
    @artofcode 2 ปีที่แล้ว +1

    How come the MassEntityConfigAsset doesn't require a ZoneGraphAnnotation trait here?

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +2

      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..

    • @artofcode
      @artofcode 2 ปีที่แล้ว +1

      ​@@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
      @viperdkue5  2 ปีที่แล้ว +2

      @@artofcode yeah, I have had that happen to, maybe try and set Movement sync to both ways and see it it helps..

    • @artofcode
      @artofcode 2 ปีที่แล้ว +1

      @@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.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      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.

  • @LazyAnimations69
    @LazyAnimations69 6 หลายเดือนก่อน

    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

    • @chillchillshit
      @chillchillshit 3 หลายเดือนก่อน

      ME,TOO
      did you figure it out?

    • @LazyAnimations69
      @LazyAnimations69 2 หลายเดือนก่อน

      @chillchillshit nope I haven't. I decided to focus on other things until someone responded with a solution

  • @DanyMaorMico
    @DanyMaorMico 2 ปีที่แล้ว

    Excellent guide thanks, if I want to have more than one place where people go what do I do?

  • @PolyglotPlays
    @PolyglotPlays ปีที่แล้ว

    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?

  • @SocailInteruption
    @SocailInteruption 2 ปีที่แล้ว

    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

  • @huseyincanguneli8030
    @huseyincanguneli8030 2 ปีที่แล้ว +1

    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.

  • @chengshengjia1070
    @chengshengjia1070 ปีที่แล้ว

    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!

  • @onlinerzizi240
    @onlinerzizi240 2 ปีที่แล้ว

    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)

  • @bantichaudhary8818
    @bantichaudhary8818 ปีที่แล้ว

    Groom elements are not showing in my project what should I do?

  • @CommanderColson
    @CommanderColson ปีที่แล้ว

    What do we do if we dont want them to follow a spline, but rather follow the player?

  • @osmankandemir1168
    @osmankandemir1168 7 หลายเดือนก่อน

    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?

  • @mpeniak
    @mpeniak 10 หลายเดือนก่อน

    life saver

  • @christophe1584
    @christophe1584 ปีที่แล้ว +1

    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!

    • @christophe1584
      @christophe1584 ปีที่แล้ว +2

      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!"

    • @amansaifi4362
      @amansaifi4362 11 หลายเดือนก่อน +1

      @@christophe1584 Hey, I am facing the same error. Did you find the solution?

  • @wilismatrix9847
    @wilismatrix9847 ปีที่แล้ว

    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 !

  • @du2836
    @du2836 2 ปีที่แล้ว +2

    Hi, thanks for tutorial, please tell if it is possible to update and modify zone graph in realtime.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      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.

    • @du2836
      @du2836 2 ปีที่แล้ว +1

      @@viperdkue5 Thank you, very interesting how it will work in real time

  • @abhishekbasiwal3
    @abhishekbasiwal3 2 ปีที่แล้ว +1

    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
      @dan2059 2 ปีที่แล้ว +1

      Hey Abhishek, im also trying to do the same thing and stuck, did you find a way to get them into sequencer??

    • @abhishekbasiwal3
      @abhishekbasiwal3 2 ปีที่แล้ว +1

      @@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.

    • @jobegruen4273
      @jobegruen4273 7 หลายเดือนก่อน

      @@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?

    • @abhishekbasiwal3
      @abhishekbasiwal3 6 หลายเดือนก่อน +1

      @@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.

    • @jobegruen4273
      @jobegruen4273 6 หลายเดือนก่อน

      @@abhishekbasiwal3 that makes two of us! Thank you for replying!

  • @kgdllc
    @kgdllc 9 หลายเดือนก่อน

    As soon as I “Reparent” the skeletal mesh disappears and I receive different errors than the ones you show here. No good.

  • @Cpt.Tripps
    @Cpt.Tripps 2 ปีที่แล้ว +1

    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
      @viperdkue5  2 ปีที่แล้ว +2

      yes that's a good idea, use EQS in stead of zoneshapes, MassAI is perfect for that..

    • @AmorityCom
      @AmorityCom 2 ปีที่แล้ว +1

      @@viperdkue5 Could you please elaborate on this, or even make a tutorial? Thanks in advance.

    • @DLLDevStudio
      @DLLDevStudio 2 ปีที่แล้ว

      @@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".

  • @SonicTheCat
    @SonicTheCat 2 ปีที่แล้ว +1

    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.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      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
      @SonicTheCat 2 ปีที่แล้ว

      @@viperdkue5 Right, but you used BP_CrowdCharacter as your low res actor in the video.

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว +1

      @@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..

    • @MonsterJuiced
      @MonsterJuiced 2 ปีที่แล้ว

      @@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

  • @ruimarques12345
    @ruimarques12345 2 ปีที่แล้ว +3

    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
      @viperdkue5  2 ปีที่แล้ว

      I dont know, I have never used the sequencer, but I'll give it a try.

    • @ruimarques12345
      @ruimarques12345 2 ปีที่แล้ว +1

      @@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

    • @viperdkue5
      @viperdkue5  2 ปีที่แล้ว

      @@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..

    • @ruimarques12345
      @ruimarques12345 2 ปีที่แล้ว

      @@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

    • @JiseonKim
      @JiseonKim 2 ปีที่แล้ว

      @@ruimarques12345 Hey Rui, I am in same situation as you were and I couldn't make it work so far, any success?

  • @luaykashef
    @luaykashef ปีที่แล้ว

    Thank you Thank you Thank youuuu!