
Beschreibung
80,000+ agents battling at 60 FPS — no C++ required.
With nearly 70000 lines of code and 3 years of development, Mass Battle is the only crowd framework on Fab with end-to-end Mass Entity Blueprint workflow: prototype a full RTS/FPS/TD/Roguelike/WarSim in pure BP and ship it, while C++ devs go further with a simplified C++ API. The most feature-rich crowd-battle plugin for Unreal Engine, running entirely on the CPU so gameplay and simulation stay in lock-step — no GPU readback, no sync headaches, every frame inspectable in the editor, while offering GPU-grade performance. Skip years of dedicated senior-engineering work, ship your battle today. Professional license includes prioritized bug fix and customizations.
Why developers pick Mass Battle:
- Kick-start: every crowd-fight system integrated out of the box
- Easy Customization: full BP sync control — add your own game logic in minutes
- Deterministic lockstep: a multiplayer-ready foundation from day one
Demo (Video & Tutorials) : QuickStart_EN | QuickStart_CN | RTS Update
Demo (Packaged Projects) : WarSimulator | HordeSurvival | ZombieFPS | RealTimeStrategy
Discord: Link | QQ Group: 916358710
Doc: Link
Please DM me your Fab order id on discord/qq to access demo maps, assets and github repo.
I couldn't ship it with the plugin due to mature content (violent battles) censorship.
请在QQ或Discord私聊我获取演示地图,资产,Github仓库邀请。这些因为含有成人(暴力血腥)内容不能上传到Fab。
## Technical Details
Dependencies
- AnimToTexture, MassGameplay, Niagara (all engine-included)
Main Tech Stack
- Mass Entity ECS
- PBD collision
- RVO2 avoidance
- Hash grid spatial query
- Flow field & A* pathfinding
- Vertex Animation
- Niagara GPU particles
- Deterministic lockstep
AI Behavior
- Vision perception with configurable query
- Birth, Sleep, Patrol, Chase, Attack, Hit, Death, Return — each fully parameterized
- All-in-one agent config data asset
- State tree support coming soon
Task System
- Extensible BP async tasks: `GenerateFormation`, `AgentsMoveTo`, `AgentsChaseAttack`
- Shipping-safe per-task debug visualization
RTS Selection
- Click, drag, add, subtract, select similar
- Configurable agent on-select reaction
Collision
- PBD for agent-vs-agent and agent-vs-scene
- Capsule collider in any relative rotation
Movement
- AVO2 + traffic rules + force-based avoidance
- Supports flying, falling, and uneven-surface motion
- Models: creature, vehicle, aircraft
- Ground normal alignment, velocity pitching/banking
- Avoidance group mask
Navigation
- FlowFieldCanvas plugin included as a module
- Cell grid and nav mesh (multi-layer) pathfinding
- Flow field (crowd) and A* (individual) pathfinding
- Nav links and modifiers
- Async EnvQuery and update
- Multi-goal flow field
Trace
- Shapes: Sphere, SphereSweep, Box, BoxSweep, Sector, Cone, ViewFrustum
- Distance sort: near→far, far→near, random, none
- Keep result count, draw debug, visibility check
Query
- Filter by composition (tag, fragment, flag)
- Filter by logic (All, Any, None)
- Filter by priority composition
- Visibility check via object-type tracing
- Match individual agent handle
Damage & Debuff
- 3 damage modes: point, radial, beam
- 3 debuffs: launching, slowing, temporal damage
- 6 material FX: frozen, burning, poisoned, hit glow, dissolve, team color
Spawn
- Spawn agent, projectile, loot, actor, sound, FX
- Projectile and sound are auto-pooled
- On agent events: birth, attack, hit, death
- On projectile events: spawn, hit, despawn
- UObject-Agent attachment nodes
Projectile
- 4 movement modes: static, ballistic, interped, tracking
- Ballistic launch velocity solver with prediction
- Projectile config data asset
- Auto pooling
Loot
- 2 movement modes: ballistic, interped
- Loot data asset, spawn and event
Event Interface
- Interfaces: `MassBattleAgentInterface`, `MassBattleProjectileInterface`, `MassBattleLootInterface`
- Agent events: OnAgentAppear, OnTrace, OnMove, OnAttack, OnHit, OnDeath, OnStatistics, OnAnimState, OnPool…
- Projectile events: OnProjectileSpawn, OnHit, OnDespawn
- Loot events: OnLootSpawn, OnCollected
- Any actor configurable as event receiver
Statistics
- Total Kills, Total Damage, Total Score, Survived Time…
- `OnStatisticsChange` event or `CreditToEntity` for team stats
Animation
- One-click VAT setup utility with LOD support
- Animation blending with blendspace1D
- Batch rename and auto-fill assets
- Random cycling of multiple animations
Render
- NS GPU Particle VAT with frame splitting + render-frame interpolation (doubles agent count)
- NS GPU Particle UI: health bar interpolation; text pop displays ±999 trillion
- NS GPU Batched FX:
- Burst particles (muzzle, spark)
- Attached particles (warhead, trail)
Actor Representation
- `MassBattleAgentComponent`
- Auto-swap between particle and actor
- Spawn actor by class, or hand-place in level
Debug Visualization
- Debug shapes for agent, projectile, loot, and trace functions
- Text labels showing current behavior and task
MassAPI Plugin Inside
- Included as a module — full BP workflow + simplified C++ API
- Add / get / set / remove tags, fragments, flags
- Spawn / despawn entity via template
- Query individual or matching entities
- Deferred operations with delegate
Roadmap (under evaluation)
- Agent state tree tasks
- Niagara flipbook renderer
- TurboSequence renderer
- Mobile device compatibility
- Network replication















