🎮 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.
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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