This is invaluable as a starting point for anyone, so nice to get a bit of start to finish without relying on the main city sample project! You may have this planned for other videos but I'd love to see an expansion to this which could include multi lanes in one direction - moving from 1 lane to two lane roads and back, intersections (how to decide to move forward or turn), traffic lights/pedestrian crossings and probably countless other applications this could be used for
Thank you Eric, I had the same problem, so I decided to dig thou the demo and the code and after a lot of trial and error got it working and it's quite easy to use.
@@viperdkue5Hello i follow your video-step by step and successfully MassAi traffic work in my game but i play my game after few sec few car are automatically stop
Referring the below comments, it wan not only me waiting for this tutorial. Thank you so much. I had spent so much time in youtube before I found this tutorial. I do really appreciate and I expect to get further details as you did for MassCrowdAI.
first of all thank u for the good and easy to do tutorials. i have merged this MassTraffic with your other guide MassAI. now the Crowd is not working like both vehicle and crowd are now in both zoneshapes and crowd not walking. any idea how to fix ?
Hi im trying this in ue 5.1 and i dont find the console command you used and 3 mass traffic traits that is shown in the image ling in the description how i can get those 3 more traits to include in the data asst files. Please Help.
@@viperdkue5 i trid it and it crashes the moment I press play. But I can try to "install" the plugin again. Thanks anyway, really good tutorial. It is a shame there is not so much documentation about this or the mass crowd.
Excuse me, just one question! As you said,. I typed "MassTraffic.DebugShouldStop 2" in console command and looked at the stopped vehicles and the text "NOROOM" was displayed.,, I don't know what it means...
@15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! were u able to resolve it? . Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
Hello I have a problem at Min_11:50. how do you do the copying, i've tried it a few times now. And I don't get a copy that is visible. So I can just copy it, it doesn't stay displayed. Whenever I want to create a new street section, the previous one disappears and is no longer displayed to me. I'm probably missing a checkmark somewhere that I didn't check. So I could have 20 street segments and copy and do but they only show up when I click on them one by one. can you help me with that.?The video is so well explained and I am stuck on a small part.😭😭😭😭😭
Well, I have now found the solution to my problem. I don't know if it's because of my 5.0.1 version. Or the procedure simply changed at the end.at minute 4:20 - the procedure changes th-cam.com/video/w_6LGyACVz0/w-d-xo.html
Hey there! Great tutorial!! Thank you so much. Just use this tutorial to my interactive project but i'm having some problems with cars stopping out of nowhere... I've checked the collisions and it looks fine. Do you know what could be causing this problem?
@15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! Pls help. Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
There is this Russian dev that got it working and shows how its done, don't remember the exact video.. But if you search on mass ai vehicles, you should be able to find him. 🙏🏻
th-cam.com/video/bvAB_L10R-A/w-d-xo.html The video was right below this one in my search feed. Hope you'll be able to get it working with some translation 👌🏻🙏🏻
I don't know how to say what I feel now, sad or glad... That's because I got the exactly same problem I had with the MassCrowdAI. Some of cars run around a couple of second and stop, and others don't move from the beginning. I don't know if this symptom results in the same cause to what I got with the MassCrowdAI, but I do really hope it does. This time, I followed your tutorial in completely new project, not in my project.
I can't confirm this fully but I think the amount of Zone Shapes might contribute to it. I was using one long zone shape in place of the three. Now if only I could get my cars to stop randomly full stopping.
When I drag the zone shape to the landscape and click the landscape the zoneshape disappears. Also when I copy the zone shape and select it the first zone shape disappears. Do you know the reason?
I know why, go to the top of the screen and click Show then go down to Developer then mark Zonegraph, new go back and click Show again and mark Navigation
Duplicate the LowresCar blueprint and rename it as per convenience, Replace the car meshes in the blueprint, save & exit. Duplicate CarAgent Data asset, replace the Low Res Template actor under Traffic vehicle visualisation with the duplicated car blueprint. Under Traffic Vehicle Simulation, replace the Physics Vehicle Template Actor with the respective car blueprint that came with the City Sample Vehicles pack. Save and exit. Under the details panel of Mass Spawner placed in the level, add a new element in the Entity Types under the spawn dropdown. There should be 2 elements under Enitity Types- index [0] and index [1]. Open the drop down menu of index [1], and select the newly made Data Asset of the second Vehicle as Entity Config. Specify the proportions of the number of this vehicle to all vehicles under this spawner. Save All & press Simulate, and Voila!
@@aadityakumar4543 I did it and I just see vehicles from index [0], I can see spawned vehicles for the first data asset I placed... If I change proportion less than 1 in both is the same (spawned vehicles from Index 0), I have to set to 0 proportion in index [0] to see spawned vehicles from data asset index [1]. I don't know if the problem is that I are not understanding the proportion parameter or I forgot something in the process. Thank you in advance
Please help, on the plain everything works fine but at the intersections in city cars not moving - it seems they can cross from one zoneshape to another. Maybe there is some vusualizer or intersection generator are involved - I just copied part of the City Sample in input it in a new level
same issue. @15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! did u find any solution for this? Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
@@navneet2649 I just used one huge zone shape, but NOW the issue I'm having is that the cars stop where the start and end of the zone shape overlap, and it also crashes VERY often even with the console command.
@@killer429 ohh okk, thanks a lot for ur reply 🙂 Why have they made a simple traffic spawning so complicated and full of glitches 🤦🏻♂️ Anyways Will also inform u if I find any permanent solution .
Hello! thank you so much for this video, really helped me set up MassAi much better than any other video about it. I do have one issue with it though, I added 2 car agents for different cars and everything worked perfectly, but adding a third car agent doesn't work for some reason. I know the data assets are set up properly because any 2 car agents work but having 3 or more on the spawner never spawn more than 2 car variations. Do you happen to know what could be happening? any help is appreciated.
@@viperdkue5 Seems bit like the highres actors in pool are falling. Then when spawned to world they have component velocity kept. Or there is some collision with landscape. Once landing the vehicle physics look normal and have some throttle/steering inputs coming through interface. Solution cant be far. Lowres vehicles working for me too, but will keep looking to get AI chaos vehicles working with the traffic system. Seems like very integrated feature to that City Sample.
you need min. 2 ZoneShapes for the cars to go in a circle and I think 1 Zoneshape can only hold 4-5 cars at a time. I will talk more about it in the next video
Hi, I have not tried the Take Recorder, but some people say that it works in the sequencer, but only when you render it out, not in the preview, maybe its the same ?
2 ปีที่แล้ว +1
Hi Viperdk, Is there a way to create traffic on a straight line and not in a loop? So they would be spawning at the start and kiling at the end of the road? Thanks and great tutorial by the way!
There is a problem with wheels rotation with UE 5.1.1 The SM_ names I used like in video, but it not works. Does anyone has fully working wheels with 5.1.1?
The Wheels on the right side of the car spin backwards but the ones on the left side work fine. I'm not sure but I think it's the same in the Video. Is there any fix for this? Awesome Videos by the way, they help me a lot!!!
Hii great tutorial by the way! How do I correctly scale the spawned vehicles? When I scale (x2 lets say), the wheel's spinning is not done correctly Like it is loosing its centre for the spinning.
Here’s how you can phrase your question in English: "Does this method work the same way in version 5.4? I'm experiencing a collision issue." This should clearly convey your issue and allow others to provide help.
Boss, Error reentered: Assertion failed: !ErrorDetected || GIsAutomationTesting [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\MTAccessDetector.h] [Line: 61] Acquiring a write access while there are ongoing read or write access
I was facing the same but looks like I wasn't running ai.traffic.parallelize 0 as the video says. I added that within an execute console command node after event begin play in my blueprint so that it runs every time I launch the project. UE5.0.3
Great video. I added the crowd and cars to the same simulation but I don't know how to stop the people wallking on the car lane and the cars on the people lane! Do you need to use the same or different Mass spawner with 2 different tags? I made a unique tag for the people and for the cars but they still share each other's space.
@@viperdkue5 yes I made 2 lane profiles in the project settings. Also assigned them a unique colour tag as well. Not sure why they keep sharing each zone
@@viperdkue5 I see in the ZoneShape you can assign a tag. However in the MassSpawner there is no place to assign a tag. Is there a way to assign a tag to the mass spawner?
Thanks for linking the Plugins also for UE 5.1 - This made me cool down when I did not find one of them in my 5.1 ready city sample project. However, adding the cars from the marketplace does not work in 5.1 as the bundle is made for 5.0. Since i am not the biggest hero in UE, I do not really know, which part of my city sample to export to for sure have all the cars and features. Can you give me a hint on what to migrate or shall I start with a clean 5.0 project and then lift it to 5.1 ?
@@samvortex4136 You can only access MassAI from C++ atm, But im working on plugin for Blueprint access... You can give Zoneshapes speed limitations, but I dont remember how .. If you just want to know the speed of the vehicle and not set it, you can use Actor velocity.lengthXY
Anyone has a tip, on how to.. Remove a car from the mass ai on runtime and replace by regular vehicle blueprint? Like, walking up to a slow driving car, press a button and it becomes a regular ai-vehicles-BP.. Trying to implement vehicle stealing mechanics, but keep the ai vehicles in mass, to have better performance
@@viperdkue5 @Viperdk UE5 thanks for the quick response.. And than, if following your example.. I'd just create that enter overlap event in the event graph of the lowrescar itself? Will that just replace only 1 instance of that vehicle and not mess up the other mass ai vehicles?
hello when I create my cars they follow zone,but they can move underground,if zone a little bit underground. I added a collision to the car. how can I do.Thanks
@@viperdkue5 So, I did everything as far as you did. With the difference that I don't have to do every single zone now. It also works, so to speak. the cars drive normally, there is only one that drives and I can then set how many should drive it. that also works perfectly the problem I have is that the cars only drive one lap and then always stop at the starting point or rather at the destination. if you tell me where the problem is that they only drive one lap, I'm really happy about it.mfg
@@81Nemessis I know exactly why, 1 Zoneshape can't connect to it self, so you need to add at lest 1 more , also only 4-5 cars can be on 1 zone at a time , so if you add more short zones you can have more car's driving around.. Good luck :)
@@viperdkue5 Thanks for the reply ,The Wheels on the right side of the car spin backwards but the ones on the left side work fine, Is there any fix for this? I'm using 5.2.1 ,Awesome Videos by the way, they help me a lot!!!
Hi, I'm using UE5 5.3.2. There is no Anime To Texture folder in the city sample file. I'm writing traffic, I can't find the ai.traffic.parallelize, it doesn't seem. I would be glad if you could help
How many vehicles do you spawn and how many ZoneShapes do you have ? Try and type "MassTraffic.DebugShouldStop 2" in the Command Console then open Visual Logger and hit record, it will tell you why they stop
@@rahulbhardwaj3694 @15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! were u able to resolve it? . Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
Here is the error Im getting: LogMassTraffic: Warning: No PhysicsVehicleTemplateActor set for UMassTrafficVehicleSimulationTrait in Car_Agent. Vehicles will be forced to low simulation LOD! LogMassRepresentation: Error: No associated meshes for this intanced static mesh type
@@pacificlinedesign19 you can try and add the physicsVehTempActor in caragent under VehicleSimulation/prams in the dropdown select any... Are your car parent class Actor ?
Sorry, I don't understand what you mean, I see that his path in the video is a closed-loop circle, now the AI will stop when it travels to the place where the path connects, and there will be individual mistakes when I make the crowd, and individual characters will stay where the paths connect, I am very confused...
Yes, I'm going to release a video soon with animation blueprint, but the bump reaction you can implement with contextual animation, Mass got a task for it in the state tree.
@@owaizkhan2776 okay, you don't need ai.traffic.parallelization 0 anymore as all of massai is parallelized now, so it's probably a different problem, what is your last entry in the log ?
@@viperdkue5 Thank you very much for your reply, I have found it. Is there another question I can ask you? It is the crowds or vehicles generated by Mass. If the parameters are the same, is there any way to make them the same every time they run.
Hello, I have watched your video no less than 30 times and still cannot generate a car. I'm working with the latest version 5.2.1, will you make a new video on the new version? Thanks for your help.
Hello. I'm trying to make cars and people move at the same time, but as soon as I do, UE5 crashes. Separately, they work fine. But together, they don't want to work. I've done everything strictly according to the tutorials. What could be wrong?
@@viperdkue5 Hey man, thanks for the tutorial. May I ask why this command does not exist in UE 5.1.1 ?! I constantly crash and I think this command is the reason. Can you help me, please?!
Hey there. I could spawn them in 5.3.2 copying the Assorted Fragments trait from CitySample which includes 3 fragments(Mass Traffic Random Fraction, Mass Traffic Vehicle lights, Mass Traffic Debug@@hosseinnafisinia9151
This is invaluable as a starting point for anyone, so nice to get a bit of start to finish without relying on the main city sample project!
You may have this planned for other videos but I'd love to see an expansion to this which could include multi lanes in one direction - moving from 1 lane to two lane roads and back, intersections (how to decide to move forward or turn), traffic lights/pedestrian crossings and probably countless other applications this could be used for
Thank you so much for this and the crowd tutorial! I've been looking for them since 5 was released.
Thank you Eric, I had the same problem, so I decided to dig thou the demo and the code and after a lot of trial and error got it working and it's quite easy to use.
@@viperdkue5Hello i follow your video-step by step and successfully MassAi traffic work in my game but i play my game after few sec few car are automatically stop
Referring the below comments, it wan not only me waiting for this tutorial. Thank you so much. I had spent so much time in youtube before I found this tutorial. I do really appreciate and I expect to get further details as you did for MassCrowdAI.
Just found your channel by accident while browsing my home page. Subbed and looking forward to any new vids you have planned.
I can’t find traffic parallelization
Nice man👌🏽can you make a sci-fi version of this? When the cars are flying.
Yes I think so, Set agentmovent to "from agent", and I think they stay in the air.
Hello, I also have the same problem as you, how did you solve it?
Subscribed! Great content. Keep it coming 😃
first of all thank u for the good and easy to do tutorials. i have merged this MassTraffic with your other guide MassAI. now the Crowd is not working like both vehicle and crowd are now in both zoneshapes and crowd not walking. any idea how to fix ?
Would love part two to this! Thanks
This is so useful! Will you be doing a tutorial on how to add the intersection ai and randomized cars like in the City Sample project?
Hi im trying this in ue 5.1 and i dont find the console command you used and 3 mass traffic traits that is shown in the image ling in the description how i can get those 3 more traits to include in the data asst files. Please Help.
Try to have a look at this video: th-cam.com/video/2LvUB3_PAhI/w-d-xo.html
Almost... The only think missing in 5.1 is the "ai.traffic.parallelize 0" console. Do someone know if I can access this parameter elsewhere?
Did you find an alternative command in 5.1?
@@Porkote1 No
I don't think you need it in 5.1, multi-threatening has been fixed, if you use the new 5.1 traffic plugin it worked for me.
@@viperdkue5 i trid it and it crashes the moment I press play. But I can try to "install" the plugin again. Thanks anyway, really good tutorial. It is a shame there is not so much documentation about this or the mass crowd.
Traits I use with 5.1 traffic plugin : drive.google.com/file/d/1ohnWG7xh5AMfO3C1b3D3N1Hn7L6w589j
Excuse me, just one question!
As you said,. I typed "MassTraffic.DebugShouldStop 2" in console command and looked at the stopped vehicles and the text "NOROOM" was displayed.,,
I don't know what it means...
Did you solve it?
Bro did you solve it ?
@15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! were u able to resolve it? . Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
any update for 5.3.2 , plugins won't build anymore
Very good man would liek to see the NPC one as well
You mean like this one th-cam.com/video/2LvUB3_PAhI/w-d-xo.html
Hello I have a problem at Min_11:50. how do you do the copying, i've tried it a few times now. And I don't get a copy that is visible. So I can just copy it, it doesn't stay displayed. Whenever I want to create a new street section, the previous one disappears and is no longer displayed to me. I'm probably missing a checkmark somewhere that I didn't check. So I could have 20 street segments and copy and do but they only show up when I click on them one by one. can you help me with that.?The video is so well explained and I am stuck on a small part.😭😭😭😭😭
Top of the screen, show/Navigation :)
@@viperdkue5 No, it's not. I can see Zoneshape1. but not zoneshape2 when I clicked the first one. I can't connect both.
Rebuild zonegraph maybe or increase visibledistance ?
Well, I have now found the solution to my problem. I don't know if it's because of my 5.0.1 version. Or the procedure simply changed at the end.at minute 4:20 - the procedure changes
th-cam.com/video/w_6LGyACVz0/w-d-xo.html
Thank you so much. This helps so much. Been struggling with this for weeks. Is there any update on the advanced guide?
Hey there! Great tutorial!! Thank you so much. Just use this tutorial to my interactive project but i'm having some problems with cars stopping out of nowhere... I've checked the collisions and it looks fine. Do you know what could be causing this problem?
@15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! Pls help. Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
Have you solved the problem
@@陈园月 no, not got any solution till now.
I would love to see a Part 2 with stoplights! I could never get them to work!
There is this Russian dev that got it working and shows how its done, don't remember the exact video.. But if you search on mass ai vehicles, you should be able to find him. 🙏🏻
th-cam.com/video/bvAB_L10R-A/w-d-xo.html
The video was right below this one in my search feed. Hope you'll be able to get it working with some translation 👌🏻🙏🏻
I don't know how to say what I feel now, sad or glad... That's because I got the exactly same problem I had with the MassCrowdAI. Some of cars run around a couple of second and stop, and others don't move from the beginning. I don't know if this symptom results in the same cause to what I got with the MassCrowdAI, but I do really hope it does. This time, I followed your tutorial in completely new project, not in my project.
How many vehicles do you spawn and how many ZoneShapes do you have ?
Try and type "MassTraffic.DebugShouldStop 2" in the Command Console then open Visual Logger and hit record, it will tell you why they stop.
Great video very helpful! Is there anyway to improve how accurately the cars follow the Zone Shapes?
I can't confirm this fully but I think the amount of Zone Shapes might contribute to it. I was using one long zone shape in place of the three. Now if only I could get my cars to stop randomly full stopping.
When I drag the zone shape to the landscape and click the landscape the zoneshape disappears. Also when I copy the zone shape and select it the first zone shape disappears. Do you know the reason?
I know why, go to the top of the screen and click Show then go down to Developer then mark Zonegraph, new go back and click Show again and mark Navigation
I m new subscriber and I like ur channel ❤️
hello, how do you control the speed of the cars?
Can you please make a tutorial for Randomize Vehicles?
Yeah we really need that
Duplicate the LowresCar blueprint and rename it as per convenience, Replace the car meshes in the blueprint, save & exit. Duplicate CarAgent Data asset, replace the Low Res Template actor under Traffic vehicle visualisation with the duplicated car blueprint. Under Traffic Vehicle Simulation, replace the Physics Vehicle Template Actor with the respective car blueprint that came with the City Sample Vehicles pack. Save and exit. Under the details panel of Mass Spawner placed in the level, add a new element in the Entity Types under the spawn dropdown. There should be 2 elements under Enitity Types- index [0] and index [1]. Open the drop down menu of index [1], and select the newly made Data Asset of the second Vehicle as Entity Config. Specify the proportions of the number of this vehicle to all vehicles under this spawner. Save All & press Simulate, and Voila!
@@aadityakumar4543 I did it and I just see vehicles from index [0], I can see spawned vehicles for the first data asset I placed... If I change proportion less than 1 in both is the same (spawned vehicles from Index 0), I have to set to 0 proportion in index [0] to see spawned vehicles from data asset index [1]. I don't know if the problem is that I are not understanding the proportion parameter or I forgot something in the process. Thank you in advance
Please help, on the plain everything works fine but at the intersections in city cars not moving - it seems they can cross from one zoneshape to another. Maybe there is some vusualizer or intersection generator are involved - I just copied part of the City Sample in input it in a new level
你好,我也有和你一样的问题,你是怎么解决的?
thanks for this tutorial its very good
Is it available for version 5.2?
appreciate your tutorial, but unable to get this or the crowd one working in 5.4 :( been trying for 2 days !
For the mass traffic, I keep getting a no room error in the visual logger, would you happen to know how to get around this?
same issue.
@15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! did u find any solution for this? Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
@@navneet2649 I just used one huge zone shape, but NOW the issue I'm having is that the cars stop where the start and end of the zone shape overlap, and it also crashes VERY often even with the console command.
@@killer429 ohh okk, thanks a lot for ur reply 🙂
Why have they made a simple traffic spawning so complicated and full of glitches 🤦🏻♂️
Anyways Will also inform u if I find any permanent solution .
@@navneet2649 Please do and thank you!
i am trying to run on unreal 5.3 and i dont see console command for parelleize, its crashing on run
Any ideas for how to spawn and despawn vehicles at start and end of lane? Or at a set distance from player? Does this need to be done in c++?
Hello! thank you so much for this video, really helped me set up MassAi much better than any other video about it.
I do have one issue with it though, I added 2 car agents for different cars and everything worked perfectly, but adding a third car agent doesn't work for some reason.
I know the data assets are set up properly because any 2 car agents work but having 3 or more on the spawner never spawn more than 2 car variations.
Do you happen to know what could be happening? any help is appreciated.
I have a road with hills, My cars are moving properly, but floating? Any tips?
How you setup the physics vehicle template actor? Mine are flying everywhere with high velocity when spawned.
I cant get the Highres actor to work, does the same for me, so I just use the lowres atm : th-cam.com/video/RRWr_Hnn5Bg/w-d-xo.html
@@viperdkue5 Seems bit like the highres actors in pool are falling. Then when spawned to world they have component velocity kept. Or there is some collision with landscape. Once landing the vehicle physics look normal and have some throttle/steering inputs coming through interface. Solution cant be far. Lowres vehicles working for me too, but will keep looking to get AI chaos vehicles working with the traffic system. Seems like very integrated feature to that City Sample.
Is there a reason why you add lots of ZoneShapes instead of adding points to one?
you need min. 2 ZoneShapes for the cars to go in a circle and I think 1 Zoneshape can only hold 4-5 cars at a time. I will talk more about it in the next video
how can i solve the problem of no room error and can i make my cars follow traffic light with it
Thanks for providing the plugin so we dont need to download the entire project :))
Hi, Thx for the tuto. Any ideas on how to get those cars recordable on Take Recorder please?
Hi, I have not tried the Take Recorder, but some people say that it works in the sequencer, but only when you render it out, not in the preview, maybe its the same ?
Hi Viperdk, Is there a way to create traffic on a straight line and not in a loop? So they would be spawning at the start and kiling at the end of the road? Thanks and great tutorial by the way!
Not really, if MassAI see a dead-end, it does not continue down that path, maybe if you only have 1 Zoneshape, but it will stop a bit from the end.
There is a problem with wheels rotation with UE 5.1.1 The SM_ names I used like in video, but it not works. Does anyone has fully working wheels with 5.1.1?
any chance you have the traffic plugin for 5.3 or is it compatible?
The Wheels on the right side of the car spin backwards but the ones on the left side work fine.
I'm not sure but I think it's the same in the Video. Is there any fix for this?
Awesome Videos by the way, they help me a lot!!!
I'll have a look soon
Did anyone figure this out?
Hey bro, is this problem solved? I also have this problem.
Where can I download these 2 plugins?
Hii great tutorial by the way!
How do I correctly scale the spawned vehicles? When I scale (x2 lets say), the wheel's spinning is not done correctly Like it is loosing its centre for the spinning.
The part two will never happend?
hello, what about intersections? anyone figured how? please respond, thanks
Here’s how you can phrase your question in English:
"Does this method work the same way in version 5.4? I'm experiencing a collision issue."
This should clearly convey your issue and allow others to provide help.
Boss, Error reentered: Assertion failed: !ErrorDetected || GIsAutomationTesting [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Misc\MTAccessDetector.h] [Line: 61]
Acquiring a write access while there are ongoing read or write access
In the command line set mass multithreading = 0
I can not find this command, Boss and it crash frequently 5.0.3
I was facing the same but looks like I wasn't running ai.traffic.parallelize 0 as the video says. I added that within an execute console command node after event begin play in my blueprint so that it runs every time I launch the project. UE5.0.3
Can you make more tutorial about MassAI? There're not any tutorial about MassAI informative like you did.
I'm working on some atm :)
i can't find ai.traffic.parallelize in "console command"....
ai.traffic.parallelize has been removed in UE5.2
@@viperdkue5 So... how can I run MassAI Traffic without typing this console command in 5.3 Version?
I have to ask with the cars are they using the A* pathfinding to drive around?
The Zonegraph gives em a spline to follow
Great video. I added the crowd and cars to the same simulation but I don't know how to stop the people wallking on the car lane and the cars on the people lane! Do you need to use the same or different Mass spawner with 2 different tags? I made a unique tag for the people and for the cars but they still share each other's space.
Did you give the Zoneshape the same tags ? Normally you use 2 spawners, but maybe you can use the same, have not tried
You made 2 laneprofiles ?
@@viperdkue5 yes I made 2 lane profiles in the project settings. Also assigned them a unique colour tag as well. Not sure why they keep sharing each zone
@@HigashiBashi I think you need 2 spawners and in Spawn Data Generators on the spawner, you filter tags.
@@viperdkue5 I see in the ZoneShape you can assign a tag. However in the MassSpawner there is no place to assign a tag. Is there a way to assign a tag to the mass spawner?
ai.traffic.parallelize not found.I modified defaultrngine.ini,added ai.traffic.parallelize=0,it crashed too.Any other solution?
Thanks for tutorial, its really helpful, but at a great distance, cars disappear, how can this problem be solved?
Thanks for linking the Plugins also for UE 5.1 - This made me cool down when I did not find one of them in my 5.1 ready city sample project.
However, adding the cars from the marketplace does not work in 5.1 as the bundle is made for 5.0. Since i am not the biggest hero in UE, I do not really know, which part of my city sample to export to for sure have all the cars and features. Can you give me a hint on what to migrate or shall I start with a clean 5.0 project and then lift it to 5.1 ?
You are welcome.. you can use the cars from the marketplace, just download them as 5.0 and they get added to your project.
How to control speed and other aspects of vehicles
Speed is in the MassEntityConfigDataAsset and looks is in the ActorBlueprint
@@viperdkue5 omg thanks for quick reply! its like some premium service lol
@@samvortex4136 No problem, hope you got it working like you want it too :)
@@viperdkue5 any idea how to access speed for vehicle from actor blueprint,
@@samvortex4136 You can only access MassAI from C++ atm, But im working on plugin for Blueprint access... You can give Zoneshapes speed limitations, but I dont remember how .. If you just want to know the speed of the vehicle and not set it, you can use Actor velocity.lengthXY
Anyone has a tip, on how to.. Remove a car from the mass ai on runtime and replace by regular vehicle blueprint?
Like, walking up to a slow driving car, press a button and it becomes a regular ai-vehicles-BP..
Trying to implement vehicle stealing mechanics, but keep the ai vehicles in mass, to have better performance
You can try with a collision box and in overlap begin do the replace
@@viperdkue5 @Viperdk UE5 thanks for the quick response.. And than, if following your example.. I'd just create that enter overlap event in the event graph of the lowrescar itself?
Will that just replace only 1 instance of that vehicle and not mess up the other mass ai vehicles?
hello when I create my cars they follow zone,but they can move underground,if zone a little bit underground. I added a collision to the car. how can I do.Thanks
Do you want it to go under ground or you dont want it too?
I don't want the car going underground with the zone
Hey any idea on how i can randomize cars model ?
Actually they created a mass agent for every vehicles :d
So I've got it 50 times now, I can't get it right. Is there a possibility that you make a new video. One that's on the latest strant.
Im sorry to hear that, what exactly is the problem you are facing ?
No new update's that will break it.
@@viperdkue5 So, I did everything as far as you did. With the difference that I don't have to do every single zone now. It also works, so to speak. the cars drive normally, there is only one that drives and I can then set how many should drive it. that also works perfectly the problem I have is that the cars only drive one lap and then always stop at the starting point or rather at the destination. if you tell me where the problem is that they only drive one lap, I'm really happy about it.mfg
@@81Nemessis I know exactly why, 1 Zoneshape can't connect to it self, so you need to add at lest 1 more , also only 4-5 cars can be on 1 zone at a time , so if you add more short zones you can have more car's driving around.. Good luck :)
@@viperdkue5 I'll try to add another zone. And will then report whether it worked, thanks for the quick reply.😍👍
hi guys。Is there a UE5.2 tutorial for this method? I followed the steps in the video in 5.2. But when I start running it, it just crashes
Hi, I gave up trying to get it working on 5.2, too many bugs, 5.3 is a lot better..
Thank you very much for this tutorial, Can you come up with a tutorial on a homemade vehicle? Looking forward to your answer
Hello, you can just change the mesh to any thing you want riged or static.
@@viperdkue5 Thanks for the reply ,The Wheels on the right side of the car spin backwards but the ones on the left side work fine, Is there any fix for this?
I'm using 5.2.1 ,Awesome Videos by the way, they help me a lot!!!
I encountered a remote view of the car, the project will crash
Hi, I'm using UE5 5.3.2. There is no Anime To Texture folder in the city sample file. I'm writing traffic, I can't find the ai.traffic.parallelize, it doesn't seem. I would be glad if you could help
facing the same issue and the game crashes when played. have you found any workaround on your own? or maybe a solution?
Sorry I couldn't find a solution@@ryanq7518
I haven't looked at 5.3 yet, but the "ai.traffic.parallelize" command have been removed
@@viperdkue5 hello viper. do you have any guide on how to create the intersections and traffic light system like the City Sample project?
Excuse me, please question, why did my car stop after running for a while?
How many vehicles do you spawn and how many ZoneShapes do you have ?
Try and type "MassTraffic.DebugShouldStop 2" in the Command Console then open Visual Logger and hit record, it will tell you why they stop
@@viperdkue5 thank you reply quickly, I fixed this problem
@@viperdkue5 thank U replay, I recreate the project and do same it , its ok, not error
@@viperdkue5Hi brother, the visual logger says “NOROOM“ how do i fix that ?
@@rahulbhardwaj3694 @15:04 The problem I am facing is that once the cars spawn in the scene on the zone shapes and after moving a certain distance(very less) they automatically stop and I can see " No room" marked on the top of the stopped cars! were u able to resolve it? . Have been stuck with this issue since weeks and have created the exact same path using zone shapes as shown here! 🙏🙏
can i use this plugin my game
Wow.. impressive
Have you ever had an instance where the cars spawn but are not moving?
Only when I try and use a Highres Vehicle(wheeled chaos vehicle), not with the Lowres(Actor)... I did do this project a couple of times from scratch
@@viperdkue5 Ill go through the steps again. Thank you for doing this and teaching me some of the new content. It's great 👍
@@viperdkue5 Another one lol. Some cars will move but after a bit they will stop. Any idea?
Here is the error Im getting: LogMassTraffic: Warning: No PhysicsVehicleTemplateActor set for UMassTrafficVehicleSimulationTrait in Car_Agent. Vehicles will be forced to low simulation LOD!
LogMassRepresentation: Error: No associated meshes for this intanced static mesh type
@@pacificlinedesign19 you can try and add the physicsVehTempActor in caragent under VehicleSimulation/prams in the dropdown select any... Are your car parent class Actor ?
Thank you. 👍
I m making a project in 5.2 the plugin s dont work in this version. are there any updates? great tutorial!!
Hey did you found it??
@@savageadamcz Hello friends, have you found it?
Hello friends, have you found it?
@@yingjunjin i tried but car are moving only straight and the lowrescar on that video arent moving
Sorry, I don't understand what you mean, I see that his path in the video is a closed-loop circle, now the AI will stop when it travels to the place where the path connects, and there will be individual mistakes when I make the crowd, and individual characters will stay where the paths connect, I am very confused...
Hello, Two questions. Is there a way to have the AI change there animation to make a step up on the sidewalk curb and when they bump up to each other?
Yes, I'm going to release a video soon with animation blueprint, but the bump reaction you can implement with contextual animation, Mass got a task for it in the state tree.
@@viperdkue5 Thank you, so much
command 'ai.traffic.parallelization 0' isn't working please help. My editor is crashing when i hit play
Did you upgrade to 5.1.1 ?
@@viperdkue5 yes
@@viperdkue5and I used the plugin present in city sample project for 5.1
@@owaizkhan2776 okay, you don't need ai.traffic.parallelization 0 anymore as all of massai is parallelized now, so it's probably a different problem, what is your last entry in the log ?
@@viperdkue5 Crash report :
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
UnrealEditor_MassTraffic!UMassTrafficSubsystem::GetMutableTrafficLaneData() [D:\build\++UE5\Sync\LocalBuilds\CitySample\Windows\Plugins\Traffic\Source\MassTraffic\Private\MassTrafficSubsystem.cpp:655]
UnrealEditor_MassTraffic!UMassTrafficFindNextVehicleProcessor::Execute() [D:\build\++UE5\Sync\LocalBuilds\CitySample\Windows\Plugins\Traffic\Source\MassTraffic\Private\MassTrafficFindNextVehicleProcessor.cpp:80]
UnrealEditor_MassEntity
UnrealEditor_MassEntity
UnrealEditor_MassSpawner
UnrealEditor_MassSpawner
UnrealEditor_MassSpawner
UnrealEditor_MassTraffic!UMassTrafficVehicleSpawnDataGenerator::Generate() [D:\build\++UE5\Sync\LocalBuilds\CitySample\Windows\Plugins\Traffic\Source\MassTraffic\Private\MassTrafficVehicleSpawnDataGenerator.cpp:227]
UnrealEditor_MassSpawner
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Hello, where can I change the speed of the vehicle?
In project settings under Mass
@@viperdkue5 Thank you very much for your reply, I have found it. Is there another question I can ask you? It is the crowds or vehicles generated by Mass. If the parameters are the same, is there any way to make them the same every time they run.
the wheels are not rotating anyone have the same problem
can not package
Would this work in ALS
ALS, the character movement system ? If so I think it's just up to you to make the animation blueprint do its thing..
@@viperdkue5 awesome thank you
police chasing system?
Is it in the demo ?
Hello, I have watched your video no less than 30 times and still cannot generate a car. I'm working with the latest version 5.2.1, will you make a new video on the new version? Thanks for your help.
Thank you so much! Epic launcher doesn't let me download the city sample project on mac, and large size and shader count would be cumbersome.
Too bad it takes 8 hours to just create a project in UE5...
Not sure what you mean ?
Hello. I'm trying to make cars and people move at the same time, but as soon as I do, UE5 crashes. Separately, they work fine. But together, they don't want to work. I've done everything strictly according to the tutorials. What could be wrong?
The Traffic plugin is kinda buged, but if you run the console command "ai.traffic.parallelize 0" before you play, it fixed it for me.
@@viperdkue5 thank you! I'll try!
@@viperdkue5 Hey man, thanks for the tutorial. May I ask why this command does not exist in UE 5.1.1 ?! I constantly crash and I think this command is the reason. Can you help me, please?!
Hey there. I could spawn them in 5.3.2 copying the Assorted Fragments trait from CitySample which includes 3 fragments(Mass Traffic Random Fraction, Mass Traffic Vehicle lights, Mass Traffic Debug@@hosseinnafisinia9151