Leroy Works - Mass Battle Framework - Epic Battle Simulation Plugin

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