This project utilizes the Unreal Engine Mass AI plugin to simulate a massive horde of zombies.
The goal is to replicate a "World War Z" swarm behavior: zombies relentlessly pursue the player and, if the target is elevated, pile up on top of each other to scale obstacles.
- Open the Unreal Project (UE5.7)
- Open map
Lvl_City(opens automatically on project load)
- Zombie spawn:
MassSpawneractor valueSpawn/Count - Zombie need to climb:
BP_CustomNavLinkactor valueNbNeededZombieToClimb - Number of zombie climbing at a time:
BP_CustomNavLinkactor valueMaxZombieClimbing
- Zombie pursuit behavior: StateTree
- Zombie death: Character blueprint
Relies on the standard NavMesh to ensure realistic pathfinding across the map.
Since Mass Entities are lightweight and do not possess an AIController, they cannot natively interact with standard NavLinks like traditional Actors.
To solve the limitation of Mass AI regarding verticality, I implemented a Custom NavLink system:
The Problem: The NavMesh correctly identifies a bridge between zones (e.g., ground to building roof), but Mass Entities fail to receive the traversal instruction, causing them to get stuck at the base.
The Solution: A CustomNavLink actor bridges this gap. It intercepts the entities stuck at the link's entry point and overrides their behavior to execute the "climbing/piling up" logic manually.
The project utilizes the Visual Logger for debugging purposees.
- Log Tags used:
behaviorandClimbBehavior
Made by: Vincent DEVINE
- Baptiste RIMETZ