A zombie horde simulation in Unreal engine 5

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Published 2022-04-21
I created a zombie horde using the Niagara particle effect system. Their walking animations are driven by their material using vertex animation.
I then use the player's position as an attractor point which continuously pulls the zombies towards him.
Whenever a zombie is hit by the player it dies and spawns two other emitters (blood and gibs) at the place of its death to make it look more interesting. It's also possible to keep track of how many zombies were killed as shown in the top left corner.

Thanks for watching!


Models and animations are from www.mixamo.com/


Music is Hall of the Mountain King Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
creativecommons.org/licenses/by/3.0/

All Comments (16)
  • @RingtoneF
    I must admit that wheel made me laugh😅
  • @HavokBWR
    Reminds me of the hours I spent in dead rising driving around the maintenance tunnel, killing 54,000 zombies to unlock the mega buster... Good times.
  • @hohaiviet3d
    Hello Kanto3D. I watched your video and I very like your final result. I also using Niagra to created zombie scene by vertex to anim method, anything fine however i cannot make a random animation on zombies like yours video. The zombies alway have same time and same pose animation ! This problem make me crazy. Would you please share to me your method to pass this problem. Thank you many and best regard.
  • Whoa, you can spawn zombies with the Niagara system?? That must be how you're not getting like 5 FPS lol. How do you spawn zombies with Niagara? I've only ever used it for particle simulations.
  • @njs-tv6565
    Dunno if you still check these comments but i would pay for some insight on how you did this , ive been trying to Create a horde system like this through niagara for a couple days now and i have no idea how you managed to seemingly check for collision with the player? seemingly you cant get information on what was specifically hit through niagara , export particle data doesnt seem to give that information on collision and no other videos show it the only thing i can think of is using a specific trace channel but then you cant use gravity otherwise itd be triggering your collision call every frame its touching the ground , so unless theres something im missing it doesnt seem possible to actually check the object the particle hit and do things based on that. also Happy new year!
  • bro I need your HELP, please tell me where did you learn to make vertex animation? I tried to make vertex animation but every time my animation on the character in Unreal has glitches and shakes and pulls in different directions. I also tried to make an vertex animation with the Trash Vertex plugin, but I couldn't import it either in Unreal 5.3 or in Unreal 5.1, it gives me an "unknown Uasset source" error. I appreciate your help, I need a horde of zombies for my current project.
  • @huboy465
    If there is climbing, can Niagara handle it?
  • @stuartrae2253
    Amazing! Well done! Please can you make a tutorial on how you did this.
  • @fathom3014
    did you get over 60 fps? i tried spawning like 140 of these zombies and get like 30 or less lol
  • @DualRoot
    Hey, could you do a Patreon or smth where your followers get access to the project files of this? Would love to buy this from you.