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الوسائط 1 للقائمة Mass Forge: Custom Attributes & Combat at Mass Scale
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الوصف

📖 Documentation: https://massforge.ashenforgestudios.workers.dev/

💬 Discord & Support: https://discord.gg/r2urthwKd

Turn Unreal Engine Mass entities into gameplay-ready combatants.

Unreal Mass can manage a large population, but a game still needs combat rules. Mass Forge supplies them without turning every unit into an Actor.

Entities can own Health, Armor, resources, cooldowns, tags, effects, abilities, targets, and projectiles. Your game still decides when they spawn, how they move, what they attack, which faction they belong to, and how they are shown. Mass Forge handles the reusable combat state and the operations that change it.

WHAT MASS FORGE PROVIDES

• Blueprint- and C++-facing entity spawning, destruction, validation, and generation-safe handles.

• Project-defined attributes with clamping, current/max relationships, modifiers, and readable result codes.

• Counted gameplay tags for state, conditions, immunity, teams, and gameplay rules.

• Instant and persistent effects with duration, period, stacking, removal, and inspection.

• Abilities with costs, cooldowns, conditions, targeting, activation results, and projectile execution.

• Entity-to-entity, player-to-entity, and entity-to-player combat integration patterns.

• Bounded target selection and Mass-native projectile simulation with impact-owned damage.

• State capture and restoration, diagnostics, event history, Project Health, and live entity inspection.

• Skeletal and vertex-animation presentation examples for choosing an appropriate representation tier.

BLUEPRINT AND C++ USE THE SAME SYSTEMS

Blueprint users get editable starter assets, setup tools, practical recipes, and example graphs that can be opened in the editor. C++ users get public runtime APIs, typed results, extension points, and source code. Neither path depends on the sample GameModes or their spawn logic.

FIVE INCLUDED PLAYABLE EXAMPLES

1. Tower Defense — three routes, waves, targeting policies, attributes, damage, effects, upgrades, and Mass projectiles.

2. Third-Person Horde Defense — a hero defending an objective against a bounded combat crowd using skeletal presentation.

3. Third-Person Horde Defense — VAT — the same gameplay contract presented through vertex animation and a material state machine.

4. Battle Simulator — two Mass armies with melee, ranged, support, targeting, healing, and deterministic resolution.

5. Survivor Roguelite — scalable enemy allocation, player abilities, visible projectiles, XP, levels, and mouse-selected upgrades.

Open /MassForge/MassForge/L_MF_ShowcaseMenu to launch the examples, or use Tools > Mass Forge Showcases in the editor.

EDITOR TOOLS AND DOCUMENTATION

Mass Forge includes a setup wizard, Project Health diagnostics, an Entity Inspector, Gameplay Event History, a showcase browser, and a PIE monitor. The documentation uses annotated Unreal screenshots, Blueprint and C++ recipes, runtime diagrams, and a downloadable PDF built from the same source as the website.

SCOPE

• Initial support is single-player. Multiplayer and network replication are not advertised or supported in this release.

• Mass Forge extends Unreal Engine Mass; it is not a replacement for Mass, StateTree, navigation, or your game's AI and spawning rules.

• The sample art is project-owned teaching content used to demonstrate representation and gameplay integration. This is a gameplay systems plugin, not an environment or character art pack.

START HERE

Enable Mass Forge and its listed Unreal dependencies, restart the editor, open the Showcase Menu, then follow the Five-Minute Blueprint path or the C++ Quick Start. Every example is contained in the plugin and its important gameplay assets are inspectable.

REQUIRED UNREAL PLUGINS

• MassGameplay — supplies the Mass gameplay modules used by Mass Forge and enables their standard engine-side dependencies.

• Enhanced Input — drives the included playable examples.

• Niagara — drives the included example effects.

All three ship with Unreal Engine and are enabled automatically by the Mass Forge descriptor. MassEntity, MassCommon, MassSpawner, MassLOD, and MassReplication are Unreal modules rather than separately installed marketplace plugins.

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