Mass Battle Plugin - 3 Demo Showcases | Unreal Engine 5 Crowd Sim

Опубликовано: 08 Октябрь 2026
на канале: LeroyWorks
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🎮 Mass Battle Plugin - 3 Demo Showcases for Unreal Engine 5
Watch three complete demo projects built with Mass Battle Plugin: a massive war simulator, zombie FPS survival, and Vampire Survivors-style roguelike - all running 10,000+ agents with full AI, pathfinding, and combat systems.

Get Mass Battle On Fab :
Search Mass Battle Framework

Main Tech Stack:
  - Mass Entity ECS
  - PBD collision
  - AVO2 avoidance
  - Hash grid spatial query
  - Flow field and A* pathfinding
  - Niagara GPU particle visualization
  - Deterministic lockstep

AI Behavior System:
AI perception: vision with configurable query
  - Birth, Sleep, Patrol, Chase, Attack, Hit, Death, each with many params
  - All-in-one agent config data asset
  - State tree support coming soon

Collision System
  - PBD for agent vs agent and agent vs scene collision
  - Capsule collider can orient in any relative rotation

Movement System
  - Avo2 for natrual and smooth avoiding movement
  - Support flying, falling and moving on uneven surfaces
Movement models include both creature and vehicle
Ground normal alignment, velocity pitching and banking
  - Avoidance group mask

Navigation System
Included FlowFieldCanvas plugin as a module
Both cell grid and nav mesh pathfinding
Both flow field(crowd) and a*(individual) pathfinding
Support nav link and modifiers
  - Async EnvQuery and Update
  - Multi-goal flow field

Trace System:
  - Shapes including Sphere, SphereSweep, Box, BoxSweep, Sector, Cone, ViewFrustum
  - Dist Sort options including near to far, far to near, random, none
  - Keep result count, draw debug, query, visibility check, etc.

Query System:
  - Filter by composition, including tag, fragment and flag
  - Filter by logic, including All, Any and None
  - Visibility check by tracing against given object type
  - Match individual agent handle with query

Damage and Debuff System
  - 3 damage modes : point, radial, beam
  - 3 debuffs: launching, slowing and temporal dmg
  - 6 material fx: frozen, burning, poisoned, hit glow, dissolve, team color

Spawn System:
  - Spawn agent, projectile, actor, sound and fx
  - Spawn on agent events: birth, attack, hit and death
  - Spawn on projectile events: spawn, hit target and despawn
  - UObject-Agent attachment functions and nodes

Projectile System:
  - 4 movement modes : static, ballistic, interped, tracking
  - Ballistic launch velocity solver with prediction
  - Projectile config data asset

Loot System:
  - 2 movement modes : ballistic, interped
  - Loot data asset, loot spawn and loot event

Event Interface System:
  - MassBattleAgentInteface, MassBattleProjectileInterface
  - On Agent Appear, OnTrace, OnMove, OnAttack, OnHit, OnDeath, OnStatistics, OnAnimState, On Pool...
  - On Projectile Spawn, On Hit, On Despawn
  - Configure any actor to be event receiver

Statistics System:
  - Total Kills, Total Dmg, Total Score, Survived Time...
  - Use On Statistics Change Event or CreditToEntity to get team score

Animation System:
Editor utility widget for one click VAT set up with LODs
  - Animation blending that support blendspace1D
Editor utility can batch rename and auto fill assets
  - Random cycling of multiple animations

Render System:
NS GPU Particle VAT
NS GPU Particle UI:
  - Health bar material support interpolation
  - Text pop material can display from -999 trillion to 999 trillion
NS GPU Batched Fx Emitter:
  - Batched burst particle(muzzle, spark)
  - Batched attached particle(war head, trail)

Actor Representation System
  - MassBattleAgentComponent
  - Support auto swap between particle and actor
  - Allow spawn actor of class or hand place actor in the level

MassAPI Plugin Inside
  - Included MassAPI as a module
  - Mass Entity full blueprint workflow and simplified c++ api
  - Add, get, set, remove tags, fragments, flags
  - Spawn entity via template, despawn entity
  - Query individual entity or query matching entities
  - Deferred operations with delegate

Under Development Freatures:
  - Agent State tree tasks
  - Agent mouse selection and move to
  - Agent niagara flipbook renderer
  - Agent TurboSequence renderer
  - Mobile device compatibility
  - Network replication