
Описание
Skip years of senior-engineering work, ship your epic battle today!
Mass Battle is the only crowd framework on Fab with an end-to-end Mass Entity 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 (Video & Tutorials): QuickStart_EN | QuickStart_CN | WarSim(StressTest) | RTS(Replicated)
Demo (Packaged Projects): HordeSurvival | ZombieFPS | WarSim(StressTest) | RTS(Replicated)
Discord: Link | QQ Group: 916358710
Doc: Link
Note: DM me your Fab order ID on Discord/QQ to access demo maps, assets and the Github repo.
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 individual or matching entities
- Deferred operations with delegate
Network Replication
- Deterministic lockstep replication
- Fixed point math lib
RTS Selection
- Click, drag, add, subtract, select similar
- Configurable agent on-select reaction
Task System
- Extensible BP async tasks: `GenerateFormation`, `AgentsMoveTo`, `AgentsChaseAttack`
- Clean formation movement with smart bubble packing algorithm
Advanced Movement
- RVO2 + force-based avoidance+ traffic rules
- Supports flying, falling, and uneven-surface motion
- Models: creature, vehicle, aircraft
- Ground normal alignment, velocity pitching/banking
- Avoidance group mask
Hybrid Pathfinding
- 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
Collision
- PBD for agent-vs-agent and agent-vs-scene
- Capsule collider in any relative rotation
AI Behaviors
- Vision perception with configurable query
- Birth, Sleep, Patrol, Chase, Attack, Reinforce, Return, Hit, Death — each fully parameterized
- 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, ViewFrustum
- Distance sort: near→far, far→near, random, none
- Result count limit, debug draw, visibility check
Global Query
- Filter by composition (tag, fragment, flag) and logic (All/Any/None)
- Filter by priority composition
- 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
Spawning
- Spawn agent, projectile, loot, actor, sound, FX
- Projectile, loot, FX and sound auto-pooled
- Trigger on agent events (birth, attack, hit, death) or projectile events (spawn, hit, despawn)
- UObject-Agent attachment
Projectile Entity
- 4 movement modes: static, ballistic, interped, tracking
- Ballistic launch velocity solver with prediction
- Projectile data asset
Loot Entity
- 2 movement modes: ballistic, interped
- Loot data asset
Host Entity
- 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 Plugins (Inside Repo)
- MCP, Fog of War, Landmark System, Minimap, etc















