Create your epic battle today with ease !
Mass Battle is currently the most comprehensive crowd battle simulation plugin for unreal engine available on Fab. It is user-friendly, feature-rich, flexible, highly performant and with high visual quality.
Note: Professional price comes with enhanced customer support including prioritized bug fix and access to new features.
Demo: RedVsBlue | HordeSurvival
Documentations: Link
Discord: Link
## Technical Details
- Dependencies:
- AnimToTexture(Engine Included)
- MassGameplay(Engine Included)
- Niagara(Engine Included)
- 100K Archers Stress Test:
- Top Hardware: 44 fps(i9-13900k+4090d)
- High Hardware: 31 fps(i5-13600kf+4070)
- Mid Hardware: 18 fps(i9-9900k+2080ti)
- AI Behaviors:
- AI perception: vision with configurable query
- Birth, Sleep, Patrol, Chase, Attack, Hit, Death, each with many params
- All-in-one agent config data asset
- Movement System
- Avo2 algorithm for natrual and smooth avoiding movement
- Support flying, falling and moving on uneven surfaces
- Movement model includes both creature and vehicle
- Flow field for crowd movement and A* for individual path-finding
- Sphere and box obstacle that effect avoidance and path-finding
- Avoidance group mask
- Trace System:
- Sphere, SphereSweep
- Box, BoxSweep
- Sector
- Cone
- ViewFrustum
- 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
- Projectile System:
- 4 movement modes : static, Ballistic, Interped, Tracking
- Ballistic launch speed solver with prediction
- Save config as data asset
- Event Interface System:
- On Appear, On Trace, On Move, On Attack, On Hit, On Death, On Statistics Change, On Pool
- Configure any actor to be event receiver
- Statistics System:
- Total Kills, Total Dmg, Total Score, Survived Time...
- Use On Statistics Change Event to get team score
- Animation System:
- Editor utility widget for one click VAT set up with LODs
- Animation blending support blendspace1D
- Swap between particle and actor as representation
- 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 Emitter:
- Batched burst particle
- Batched attached particle with trails
- MassAPI Plugin Inside
- Included MassAPI as a module
- Mass Entity full blueprint workflow
- Support most mass operations with simplified API(both bp and c++)
- Flow Field Canvas Plugin Inside
- Included Flow Field Canvas as a module
- Grid Modifier, Cost Modifier, DirectionModifier
- Async EnvQuery and Update
- Multiple Goals
- Visualization
- Yet To Be Done:
- RTS mouse selection and ground ring when selected
- Async task system including AgentMoveTo
- Pooling mechanism for spawn system
- Spawn system for projectile
- Test on mobile devices
- Basic network replication