Let's simulate crowds,

in a brand new and native way in Unreal Engine

Miarmy Crowd for Unreal Engine (MiarmyUE)

What is the Miarmy UE

A native Unreal Engine crowd simulation plug-in.

Miarmy UE allows you to build the logical brain for crowd agents without any blueprint or programming. With perception contents, animation, physics, real-time rendering and other infrastructure in Unreal Engine, you can drive your digital characters to perform various autonomous behaviors.

Additionally, the crowds are simulated in runtime mode and can interactive with players and other environment, can be cached and inserted into sequencer for animation production.

Miarmy UENews

Check out what's happend lately on Miarmy UE.

  • Miarmy UE 1.0 launched

    Miarmy UE 1.0 launched

    We're excited to present you with the Miarmy UE. A new and native solution for crowd simulation in Unreal Engine

Build Your Crowd Simulation Pipeline

Miarmy UE Features Demo

Fast and easy to build crowds in real time.

  • Crowd assets conversion
  • Placement Layout
  • Easy logic control
  • Diverse perception elements
  • Motions editing
  • Rigid Body, cloth simulation and level of details
  • Native simulation mode
  • Real-time rendering & shaders settings

Miarmy UE Top Features

Crowd assets conversion

Crowd assets conversion

You can easily convert any FBX character into crowd simulation compatible assets, then adjust the parameters of each limb like random size, shaders, physical attributes, etc. And spawn and transfer the parameters to the crowd agents.

Placement Layout

Placement Layout

With some simple parameters, you can intuitively plan how the characters to be placed. Give the characters the initial positions, orientations, and overall distribution, all of which can be controlled and randomized.

Easy logic control

Easy logic control

Without using blueprints or programming, just with natual language commands and logical node setttings, you can quickly generate a brain for each character types. And when spawn the crowds in scene, they can take decisions based on different environments and perform autonomous behaviors.

Diverse perception elements

Diverse perception elements

Various perception contents can be placed in level as environments, such as a point, a square or circular area, a road, etc. The agent logical brain can be triggered and take action based on these environments as plan, such as following the road or playing specific motion in an area.

Motions editing

Motions editing

With UE montage and animation blueprint, we can control the transition frame and speed between motions, tweak the transition result. We can use this to fine-tune and achieve the smooth and natural transition between any two motions.

Rigid Body, cloth simulation and level of details

Rigid Body, cloth simulation and level of details

By UE PhysX system, we can add rigid body dynamics and cloth to the agents, so that we can create physical crowd effects such as the characters falling to the ground, being hit, or the cloak. At the same time, we can also detach the limbs from the character. All Agents can apply LOD to determine the simulation details.

Native simulation mode

Native simulation mode

The simulation happens in game engine Runtime, and the agents are able to interact with blueprints or programs controlled characters or players. A cache can be generated during solving, and it can be inserted in the sequencer for animation production and rendering.

Real-time rendering & shaders settings

Real-time rendering & shaders settings

Using UE's powerful rendering engine, crowd agents can be directly rendered in real time with the highest quality, what you see is what you get. Randomized materials also make characters look different, which is flexible and diverse.

Why Miarmy UE?

We have been designing and developing Miarmy for more than 10 years, witnessing industry change, and have the experience of all stages of crowd simulation: tools, standards, workflow, etc. We're able to provide you with the most straight forward solutions, stable products, and reliable services.

Crowd simulation has been involved in almost every VFX films and animations in recent years, becoming an industrial standard.

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