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Medios 1 para el artículo MassBattle - 80,000+ Agents Battling at 60 FPS
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Descripción

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

Formatos incluidos