Hi Epic team,
First off, thank you for all the work you’ve put into the Mass (Entity) system. It’s been exciting exploring its capabilities in large-scale simulations and AI systems. We’ve been integrating Mass into our UE5.5 project and have a number of questions - both from our experience and common concerns seen across the community.
1.Roadmap & Vision
- What’s the current roadmap for the Mass system as it evolves in future versions of Unreal Engine?
- Any insight into long-term support or target features would help teams plan for deeper integration.
- Several mass plugins are still marked as “experimental” - from our understanding those were already used in FN experiences in which case they should be in beta status, but if not - when do you estimate they will be promoted to beta status?
2.Entity Lifecycle & Reintegration
- While removing Entities from Mass is straightforward, what’s the intended path for re-integrating them into a Mass Spawner (or Mass system in general) without fully respawning them?
- This is important for AI that might leave the system temporarily for gameplay/scripted control and need to return afterward.
- Are there plans to support more dynamic runtime modifications of entity composition—such as adding/removing fragments on the fly?
- This would make behavior switching and reactive AI much easier to author.
3.Designer-Facing Tools & Instance-Level Behavior
- Are there plans to expose more Mass interactions to designers through Blueprints or in-editor tooling?
- Currently, the system is very programmer-centric with the majority of functions stuck behind C++, with limited per-instance controls.
- Is Epic considering support for more individualized state machines or state control per entity while keeping performance intact?
- Designers are often constrained to broader behavioral systems.
- Will there be better editor-based or visual authoring tools for Mass (fragment viewers, debug overlays, simulation playback, etc.)?
- Any chance of native Blueprint support for interacting with fragments or triggering behaviors via processors?
- A Blueprint-first workflow would help hybrid teams.
4.Traffic System & Movement Features
- Besides lane-based systems, are there plans to support alternate movement types?
- e.g., ladders, trains, elevators, or path systems for multi-modal traversal
- Is single-entity goal-driven movement something you’re considering?
- e.g., sending a Mass agent from A to B and integrating them into traffic along the way
- This would massively help more dynamic or emergent behaviors.
- Are there improvements planned for the Traffic Intersection painting tools?
- The current workflow is a bit clunky, especially with complex intersections.
- Avoidance behavior in traffic seems inconsistent, and rule configuration via traits/fragments can be opaque. Are there plans to improve reliability or introduce better debugging tools for this?
5.AI Identification, Spawning & Filtering
- Is there any upcoming support for more robust entity identification/filtering in Mass Spawners—such as performant tagging or classification for spawning and behavior routing?
- When dealing with duplicate or similarly configured Mass Entity Configuration assets, how can developers ensure correct spawning behavior with MES?
- This is especially important for multi-agent scenes with variation.
6.Simulation Control, Debugging, & Testing
- Are there any features planned for deterministic or semi-deterministic simulation playback/debugging for Mass systems?
- This would help QA teams and designers iterate and reproduce issues quickly.
- Will Epic expose more Mass-specific profiling or benchmarking tools to help evaluate fragment and processor performance at scale?
7.Replication & Networked Mass Support
- What is Epic’s vision for Mass in multiplayer contexts—particularly for high-density replicated simulations?
- Any best practices or plans for built-in support would be extremely helpful.
8.Integration With Other UE Systems
- How is Mass intended to coexist or interoperate with systems like Physics, Behavior Trees, GAS, or Control Rig?
- Some systems feel parallel or overlapping, and it would help to know the long-term integration strategy.