Introduction
Crowd Toolkit is an Unreal Engine 5 plugin for high-performance crowd movement in RTS-style games: thousands of agents moving as groups under a single order, with flow-field and grid A* pathfinding, local avoidance, formations, runtime walls and per-agent speed - fully Blueprint and C++ scriptable.
Live demo
Try the crowd simulation right in your browser. Every setting maps to a property on the crowd actor.
Features
- Group movement - order any selection into a formation (blob, box, wedge) with one call; the whole group shares one path
- Two pathfinding backends - per-goal flow field (cheap for big groups to a shared goal) or Spatial A* (per-agent routes), both routing around walls
- Local avoidance - agents flow past each other and around settled units instead of stacking up
- Runtime walls - block movement with a wall grid, seeded from the level's nav mesh or stamped tile-by-tile at runtime
- Per-agent speed - override max speed per unit (or per group) on top of the global default
- Movement events -
OnAgentsReachedGoal,OnAgentsStuck,OnAgentsOrdersCanceled, plus spawn/remove notifications - Selection queries - marquee select straight from a screen rect, or query agents in a world rect or radius, in one C++ pass
- Ground snapping - the 2D simulation is glued to your terrain with per-agent Z tracking and optional slope alignment
- Stable per-agent ids - track a unit across removals even though indices reshuffle
- Bulk Blueprint nodes - turn the crowd's position/transform arrays into instanced-mesh transforms with no graph-side loop
Performance notes
The simulation runs on the game thread and operates on a single 2D plane (multi-floor maps are not yet supported). Agent radius and the global speed default are shared; per-agent speed overrides are available, per-agent radius is on the roadmap. See Limitations.