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出品Mass Battle Framework - 100,000+ crowds battling at 60 FPSのメディア1
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説明

Skip years of senior-engineering work, ship your epic battles today!

Mass Battle is the only crowd framework on Fab that supports Mass Entity full blueprint workflow and lockstep replication: prototype a full RTS/FPS/TD/Roguelike/WarSim in pure BP and ship it, while C++ devs go further with a simplified C++ API. Fully CPU-driven so gameplay and simulation stay in lock-step — no GPU readback, no sync headaches, every frame inspectable in the editor, at GPU-grade performance.

Why developers pick Mass Battle

- Kick-start: every crowd-fight system integrated out of the box

- Easy to Customize: full BP workflow or vibe-coding with simplified C++ API

- Scalable Performance: simulate over 100000 agents during a fierce combat at 60fps

- Lockstep Replication: easily replicate 10K+ agents via deterministic lockstep


Demo Videos: DemoMaps_EN | DemoMaps_CN | StressTest

Demo Project: Download (5 maps inside)

Tutorials: QuickStart_EN | QuickStart_CN

Discord: Link | QQ Group: 916358710

Doc: Link

Ver: 1.19.20

Note: DM me your Fab order ID on Discord/QQ for demo contents and Github user name for repo access. Extract into plugin's content folder.

Professional license comes with 1-on-1 VIP technical consulting including remote desktop assistance, plus priority technical support and Skills for coding agents.

Warning: MassBattle already included MassAPI and FlowFieldCanvas as modules, uninstall those before using MassBattle!

Dependencies

- AnimToTexture, MassGameplay, Niagara (all engine-included)

MassAPI

- Full BP workflow + simplified C++ API

- Add / get / set / remove tags, fragments, flags

- Spawn / despawn entity via template

- Query entities individually or globally

- Query by composition (tag, fragment, flag),by logic (All/Any/None), by priority

- Deferred operations with delegate


Replication

- Deterministic lockstep network replication

- Fix64 math lib

RTS Selection

- Click, drag, add, subtract, select similar

- On select reaction: healthbar, ground ring, sound, etc

BP Async Tasks

- GenerateFormation, AgentsMoveTo, AgentsChaseAttack

- Shapes: grid, circular, triangular

- Clean formation transform with smart bubble packing algorithm

Advanced Movement

- RVO2 or social force avoidance + traffic rules

- Supports flying, falling, and uneven-surface

- Models: creature, vehicle, aircraft

- Ground normal alignment, velocity pitching/banking

- Avoidance group mask

- Smooth crowd pass-through

- Cheap and effective pressure field decoupling

Hybrid Pathfinding

- Cell grid and nav mesh (multi-layer) pathfinding

- Flow field(crowd) and A*(individual) pathfinding

- Nav link and modifiers

- Async EnvQuery and update

- Multi-goal flow field

Collision

- PBD or AVBD for agent-vs-agent and agent-vs-scene

- Boundless collision with substepping and group mask

- Capsule collider relative rotation

AI Behaviors

- Vision perception with configurable query

- Birth, Sleep, Patrol, Chase, Attack, Reinforce, Return, Hit, Death

- All-in-one agent config data asset

- State tree support coming soon

Spatial Query

- Hash Grid: Fast and optimized for large open world

- Shapes: Sphere, SphereSweep, Box, BoxSweep, Sector, Cone, CapsuleSweep, ViewFrustum

- Distance sort: near→far, far→near, random, none

- Result count limit, debug draw, visibility check

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

Spawning

- Spawn agent, projectile, loot, actor, sound, FX

- Projectile, loot, FX and sound auto-pooled

- Trigger on agent events loot events and projectile events

- UObject-Agent attachment

Projectile

- 4 movement modes: static, ballistic, interped, tracking

- Ballistic launch velocity solver with prediction

- Projectile data asset

Loot

- 2 movement modes: ballistic, interped

- Loot data asset

Host

- Bridge uobjects and entities

- Attachment, Pooling, Lifetime Management

Event Interface

- Interfaces: MassBattleAgentInterface, MassBattleProjectileInterface, MassBattleLootInterface

- Agent events: OnAgentAppear, OnTrace, OnMove, OnAttack, OnHit, OnDeath, OnStatistics, OnAnimState, OnPool…

- Projectile/Loot events: OnProjectileSpawn/OnHit/OnDespawn, OnLootSpawn/OnCollected

- Any actor configurable as event receiver

Animation

- One-click VAT setup utility with LOD support

- Animation blending with blendspace1D

- Batch rename, auto-fill, and random cycling of animations

Visualization

- Draw debug shapes

- NS GPU Particle VAT: CPU and GPU 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

- AgentComponent, ProjectileComponent, LootComponent

- Agent auto-swap between particle and actor

- Spawn actor by class, or hand-place in level

Statistics

- Total Kills, Total Damage, Total Score, Survived Time

- OnStatisticsChange event or CreditToEntity for team stats

Third-Party (Repo)

- MCP, Fog of War, Landmark System, Minimap, etc

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