Using MassFramework to bind with pre-placed actors?

Is there currently a workflow to make MassFramework work with pre-placed actors, rather the current flow of creating an EntityProfile to use with spawners?

I want to make use of a bulk of MassFramework features, but my main requirement is that I want to be able to manipulate entities and their starting transforms, meshes, pathing, etc., in-editor before leaving the rest to Mass.

Looking at UMassAgentComponent, you can see in the comment above the class definition that if present on an actor in the world it makes it communicate with the MassSimulation... but support for that is currently sitting in a shleved CL....

So it seems like this workflow is being planned, but at the moment is it just not possible at all?
I am able to play around with Engine code in my environment so if there is an easy way to support this, I would love some advice on the implementation!
I have tried for a few days to create a Mass Entity for the pre-placed actor and have it registered with the Mass Simulation, but issues such as conflicting agent states on initialization (EAgentComponentState), Shared Fragements / Requirements not being properly initialized?, have me stumped (knowledge of the system is not at the point where I can trivially track down the issue and solve it myself).

Any advice or words from Epic on supporting this use-case would be really helpful!!

Appreciate it!

SOLUTION:
Visualization trait is not needed if you’re not using a spawner, so just removing that trait allows the actor to properly be initialized as a Mass entity and walk around as expected.

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