We explore how the Mass Framework in UE5 represents a new paradigm in how we stage entities with behavior in Unreal Engine. We talk about how Mass facilitates data-oriented design, enabling you to create Fragments, Entities, and Processors from scratch.
https://dev.epicgames.com/community/learning/talks-and-demos/37Oz/large-numbers-of-entities-with-mass-in-unreal-engine-5
Is the source of the demonstrated project available somewhere?
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I’m also wanted to see the source code. As a new-ish programmer compile errors are making this a bit hard to get working.
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In this walk, you talk about the CachedGrid that you used.
I wonder why is it needed if the MassNavigationSubsystem uses the FNavigationObstacleHashGrid2D to keep track of obstacles and locations of entities?
In theory, isn’t it possible to use this grid to keep track of the location?