Land Flow
This R&D focuses on controlling a crowd simulation using Niagara.
I used landscape heightfield data and passed it into Niagara, along with custom Niagara modules, to drive the crowd behavior. The system also uses Mesh Distance Fields, landscape data, and character attack direction to influence movement and interaction.
To demonstrate the setup in a gameplay context, I integrated the crowd system into a character ability, allowing the Niagara-driven agents to react dynamically to the player’s actions.