Stylized Squirrel Critter Mob with Reactive AI
A game-ready stylized squirrel mob with 4 LODs, 6 fur colours, and drag-and-drop ambient-wildlife AI — roams, flees, dies, and respawns. The AI can drive any custom critter.
from $32.99 on Fab
Released 9 Sep 2026
Stylized Raccoon Critter Mob is a game-ready, low-poly raccoon for Unreal Engine 5, built to fill open-world, survival, cozy/farming, fantasy-village, forest and park scenes with living background fauna. Five fur colours — natural, black, blond, red, and rusted — ship as instances of one master material, and spawns pick a colour at random, so a mob reads as a group of individuals rather than a row of clones. The raccoon uses a single material slot, and four LODs step down from 3,654 triangles (2,374 / 1,693 / 1,112 / 679 vertices), keeping large mobs cheap on screen.
The skeletal mesh rides a custom 32-bone skeleton with an IK Rig for UE's IK Retargeter, a 15-body physics asset for ragdoll, and a Control Rig for posing and animating in-engine in the 5.8 build. Nine animation sequences at 30 fps cover idle, three idle variations (sniff, smell, eat), walk, trot, sprint, death, and sprint-to-death, each with root-motion and in-place variants. All five colour variants share one 2K texture set — the normal and packed ORM maps stay put and only the albedo swaps. Everything is Blueprint with no C++ and no plugin dependencies, and the asset supports Unreal Engine 5.3 through 5.8.
CritterAI, the ambient-wildlife system it runs on, covers spawning, roaming, damage, death and respawn for every animal in the level. Raccoons roam the NavMesh with movement-matched walk, trot and sprint, sniff and eat on the move, flee from approaching players, NPCs and predators, scatter naturally as a group, and recover automatically when they lose the navmesh. The AI is tick-free with distance-based dormancy, so off-screen animals cost effectively nothing. It is not raccoon-only: species live in a Data Asset, so any custom critter can plug into the same Blueprints. A demo player is included — left-click fires a sphere trace for 25 damage with a hit burst and flash, so the kill loop is testable in the demo map from the first Play.
| Geometry / poly count | 3,654 tris at LOD0 (2,374 / 1,693 / 1,112 / 679 verts across four LODs). One material slot. |
|---|---|
| Textures | One shared 2K texture set (shared normal map + packed ORM; only the albedo swaps per colour). 1 master material, 5 instances. |
| LODs | 4 LODs |
| Rig | Custom 32-bone skeleton (not Epic/MetaHuman). IK Rig for UE's IK Retargeter, a 15-body physics asset for ragdoll, and a Control Rig for in-engine posing in the 5.8 build. |
| Animations | 9 sequences at 30 fps (idle, 3 idle variations — sniff, smell, eat — walk, trot, sprint, death, sprint-to-death). Root motion + in-place. |
| Formats | Unreal Engine |
| Engine versions | Unreal Engine 5.3–5.8 |
| AI | CritterAI ambient-wildlife system, Blueprint-only (no C++, no plugins) — spawn → roam → flee on threat → damage → death → respawn. Tick-free with distance-based dormancy; obstacle avoidance and automatic navmesh recovery. NavMesh required. |
| Reusable AI | Drives any custom critter via a species Data Asset and a child Animation Blueprint — no Blueprint edits. |
| Colour variants | 5 fur colours via material instances — natural, black, blond, red, rusted. Spawns pick a colour at random. |
| Demo | Playable demo map with a demo player: left-click fires a sphere trace for 25 damage with a hit burst and flash, so the kill loop is testable immediately. |
| Behaviour | Individual personalities and natural group scattering; movement-matched walk/trot/sprint; customizable species and Blueprint events. |
Unreal Engine 5.3 through 5.8, and every build carries the complete system. The 5.3 build differs in two ways: the Director's SpawnCounts map does not auto-spawn (use Spawner actors or place raccoons by hand), and it ships no Control Rig. In 5.3, run Build → Build Paths once before the first Play.
No. It is Blueprint throughout, with nothing to switch on in the plugin browser and no source build required.
No — it uses a custom 32-bone skeleton. An IK Rig is included so you can retarget animations through UE's IK Retargeter, and the 5.8 build adds a Control Rig for posing and animating in-engine. A 15-body physics asset drives the ragdoll.
Yes — CritterAI is deliberately not raccoon-only. You duplicate and fill in one species Data Asset and make a child of the template Animation Blueprint for your skeleton; no Blueprint edits are needed. The same system already drives the rat, rabbit, and squirrel critter mobs.
Yes, as long as they call ApplyDamage — nothing needs changing on your side. A demo player is included too: left-click fires a sphere trace for 25 damage with a hit burst and a flash, so you can test the damage, death, and respawn loop in the demo map straight away.
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