GTA-Inspired NPC System in UE5 – Part 4 – EQS Powered Spawning

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GTA-Inspired NPC System in UE5 – Part 4 – EQS Powered Spawning

In this fourth part of my GTA-inspired NPC spawner system for Unreal Engine 5, I show how to integrate Unreal’s Environment Query System (EQS) to intelligently place NPCs around the world. The system is optimised, location-aware, and rule-driven, allowing different types of NPCs to spawn depending on where the player is. EQS is used to find suitable spawn locations hidden from the player to prevent pop-in and preserve immersion.

🔷 What You’ll Learn in This Video:
✅ Implement an object pooling system for NPCs
✅ Spawn and despawn NPCs efficiently
✅ Handle location-based spawning rules
✅ Optimize a large open world with minimal performance hit

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🔷 Chapters:
0:00 - Intro
0:00 - EQS Basics
0:00 - Node generation
0:00 - Distance test
0:00 - Path finding test
0:00 - Trace discussion
0:00 - Dot product test
0:00 - Trace test
0:00 - Patreon
0:00 - Get EQS Results
0:00 - Waiting for EQS
0:00 - Controller changes overview
0:00 - Normalized score fix
0:00 - Despawning update
0:00 - Result
0:00 - Outro


#UnrealEngine5 #NPCSpawner #GameDevelopment




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