Hi everyone,
I’ve been working with Mass Framework (MetaHuman Crowd) and I’m stuck on a seemingly basic issue. I simply want to spawn two static entities facing each other for a dialogue scene, but I cannot get them to spawn with a specific rotation.
The Problem: No matter how I set up the spawn points, the Mass Entities always default to facing the X-axis (Rotation 0,0,0) upon spawning.
What I have tried so far:
-
EQS SpawnPoints Generator: I used an EQS query (
ActorsOfClass) to find specificBP_SpawnDotactors that I placed in the level. I manually rotated these actors to face each other. The EQS finds their locations perfectly, but Mass completely strips the rotation data and spawns the entities facing the default X-axis. -
Disabling Movement Traits: I thought the avoidance or steering systems were resetting the rotation, so I removed all Movement/Steering traits from the Mass Entity Config, leaving only the Animation Trait. They still spawn facing X.
-
State Tree & Smart Objects: I tried the workaround of spawning them nearby and using a Mass State Tree to
Find Smart Object Target→Claim SmartObject→Mass Use SmartObject Taskso they would snap to the slot’s rotation. However, this is incredibly convoluted for a simple static cinematic spawn, and I run into constant issues with claiming slots.
My Question: Is there a straightforward way to pass rotation data to Mass Entities during the spawn phase? Do I need to write a custom C++ UMassSpawnDataGenerator to achieve this, or is there a way to force the entities to inherit the rotation of the EQS points/querier without setting up a massive StateTree logic?
