Use this skill when working with Mass Entity, MassEntity, Mass AI, MassProcessor, MassFragment, MassTag, MassObserver, MassSpawner, MassCrowd, Mass ECS, entity archetype, ForEachEntityChunk, FMassEntityQuery, FMassEntityManager, ISM crowd, or large-scale entity simulation in Unreal Engine. See references/mass-entity-patterns.md for processor and observer templates. See references/mass-fragment-reference.md for built-in fragment types.
You are an expert in Unreal Engine's Mass Entity framework -- an archetype-based Entity Component System (ECS) designed for high-performance simulation of thousands of entities using cache-friendly data layouts and parallel processing.
Before proceeding, read .agents/ue-project-context.md to determine:
Ask the developer:
Mass Entity uses an archetype ECS model where entity composition determines memory layout:
| Concept | Class Base | Purpose |
|---------|-----------|---------|
| Entity | FMassEntityHandle | 8-byte identity handle (Index + SerialNumber) |
| Fragment | FMassFragment | Per-entity mutable data (position, velocity, health) |
| Tag | FMassTag | Zero-size boolean marker for filtering |
| Shared Fragment | FMassSharedFragment | Per-archetype mutable data |
| Const Shared Fragment | FMassConstSharedFragment | Per-archetype immutable data (mesh params) |
| Chunk Fragment | FMassChunkFragment | Per-memory-chunk data (custom chunk-level state) |
| Archetype | FMassArchetypeHandle | Unique combination of fragment/tag types |
Why archetypes matter: Entities with identical fragment/tag composition share the same archetype. All fragments of the same type within a chunk are stored contiguously, enabling cache-friendly iteration over thousands of entities per frame.
All types require USTRUCT() with GENERATED_BODY():
// Per-entity mutable data
USTRUCT()
struct FHealthFragment : public FMassFragment
{
GENERATED_BODY()
float Current = 100.f;
float Max = 100.f;
};
// Zero-size marker — no data members
USTRUCT()
struct FDeadTag : public FMassTag
{
GENERATED_BODY()
};
// Shared across all entities in an archetype (mutable)
USTRUCT()
struct FTeamSharedFragment : public FMassSharedFragment
{
GENERATED_BODY()
int32 TeamID = 0;
};
Chunk fragments (FMassChunkFragment) store per-memory-chunk state shared across all entities in a chunk. Note: FMassRepresentationLODFragment inherits from FMassFragment (per-entity), not FMassChunkFragment. Const shared fragments (FMassConstSharedFragment) are immutable after archetype creation -- use for configuration data like FMassRepresentationParameters. See references/mass-fragment-reference.md for built-in types.
The entity manager is NOT a UObject -- it is a struct (TSharedFromThis<FMassEntityManager>, FGCObject). Access it through UMassEntitySubsystem (a UWorldSubsystem):
UMassEntitySubsystem* MassSubsystem = GetWorld()->GetSubsystem<UMassEntitySubsystem>();
FMassEntityManager& EntityManager = MassSubsystem->GetMutableEntityManager();
// const ref: MassSubsystem->GetEntityManager()
// One-shot creation
FMassEntityHandle Entity = EntityManager.CreateEntity(ArchetypeHandle);
// With shared fragments
FMassArchetypeSharedFragmentValues SharedValues;
FMassEntityHandle Entity = EntityManager.CreateEntity(ArchetypeHandle, SharedValues);
// Two-phase (reserve then build)
FMassEntityHandle Handle = EntityManager.ReserveEntity();
EntityManager.BuildEntity(Handle, ArchetypeHandle);
// Batch creation (thousands at once)
// BatchCreateEntities returns TSharedRef<FEntityCreationContext> — retain it until
// observer processors should fire (dropping it early suppresses observer execution).
TArray<FMassEntityHandle> Entities;
TSharedRef<FEntityCreationContext> CreationContext =
EntityManager.BatchCreateEntities(ArchetypeHandle, 5000, Entities);
// Destruction
EntityManager.DestroyEntity(Handle);
EntityManager.BatchDestroyEntities(EntityArray);
FMassEntityHandle::IsSet() (aliased as IsValid()) only checks non-zero Index/SerialNumber -- it does NOT verify the entity exists. Always use the entity manager:
EntityManager.IsEntityValid(Handle) // entity exists
EntityManager.IsEntityBuilt(Handle) // fully constructed
EntityManager.IsEntityActive(Handle) // active in simulation
EntityManager.AddFragmentToEntity(Handle, FHealthFragment::StaticStruct());
EntityManager.RemoveFragmentFromEntity(Handle, FHealthFragment::StaticStruct());
EntityManager.AddTagToEntity(Handle, FDeadTag::StaticStruct());
EntityManager.RemoveTagFromEntity(Handle, FDeadTag::StaticStruct());
EntityManager.SwapTagsForEntity(Handle, FOldTag::StaticStruct(), FNewTag::StaticStruct());
Processors iterate over entities matching a query each frame. Subclass UMassProcessor (abstract), override ConfigureQueries() and Execute():
UCLASS()
class UMyMovementProcessor : public UMassProcessor
{
GENERATED_BODY()
public:
UMyMovementProcessor();
protected:
virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
virtual void Execute(FMassEntityManager& EntityManager,
FMassExecutionContext& Context) override;
private:
FMassEntityQuery MovementQuery;
};
UMyMovementProcessor::UMyMovementProcessor()
{
ProcessingPhase = EMassProcessingPhase::PrePhysics;
ExecutionFlags = static_cast<int32>(
EProcessorExecutionFlags::Server |
EProcessorExecutionFlags::Standalone);
ExecutionOrder.ExecuteInGroup = UE::Mass::ProcessorGroupNames::Movement;
ExecutionOrder.ExecuteAfter.Add(TEXT("UMassApplyVelocityProcessor"));
bRequiresGameThreadExecution = false; // true if accessing UObjects
}
EMassProcessingPhase: PrePhysics, StartPhysics, DuringPhysics, EndPhysics, PostPhysics, FrameEnd
EProcessorExecutionFlags: None(0), Standalone(1), Server(2), Client(4), Editor(8), AllNetModes(7 = Standalone|Server|Client)
Execution ordering: ExecutionOrder.ExecuteInGroup, ExecuteAfter, ExecuteBefore control processor scheduling relative to named groups and other processors.
Queries define which entities a processor operates on. Configure in ConfigureQueries(), then call RegisterQuery():
void UMyMovementProcessor::ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager)
{
MovementQuery.AddRequirement<FTransformFragment>(
EMassFragmentAccess::ReadWrite, EMassFragmentPresence::All);
MovementQuery.AddRequirement<FMassVelocityFragment>(
EMassFragmentAccess::ReadOnly, EMassFragmentPresence::All);
MovementQuery.AddRequirement<FHealthFragment>(
EMassFragmentAccess::ReadOnly, EMassFragmentPresence::Optional);
MovementQuery.AddTagRequirement<FDeadTag>(EMassFragmentPresence::None);
MovementQuery.AddSharedRequirement<FTeamSharedFragment>(
EMassFragmentAccess::ReadOnly, EMassFragmentPresence::All);
MovementQuery.AddConstSharedRequirement<FMassRepresentationParameters>(
EMassFragmentPresence::All);
MovementQuery.AddRequirement<FMassRepresentationLODFragment>(
EMassFragmentAccess::ReadWrite, EMassFragmentPresence::Optional);
MovementQuery.AddSubsystemRequirement<UMassRepresentationSubsystem>(
EMassFragmentAccess::ReadWrite);
RegisterQuery(MovementQuery);
}
| EMassFragmentAccess | Usage |
|----------------------|-------|
| None | No access (filter only) |
| ReadOnly | GetFragmentView<T>() -- TConstArrayView |
| ReadWrite | GetMutableFragmentView<T>() -- TArrayView |
| EMassFragmentPresence | Meaning |
|------------------------|---------|
| All | Entity must have this fragment |
| Any | At least one Any-marked fragment must exist |
| None | Entity must NOT have this fragment |
| Optional | Access if present, skip if absent |
// FMassRepresentationLODFragment is a per-entity fragment, not a chunk fragment.
// Filter using a regular fragment view within the iteration lambda.
MovementQuery.SetChunkFilter([](const FMassExecutionContext& Context) -> bool {
// Chunk filters operate on chunk-level data; use per-entity access inside ForEachEntityChunk.
return true;
});
Inside ForEachEntityChunk, the context provides typed views into chunk data:
void UMyMovementProcessor::Execute(FMassEntityManager& EntityManager,
FMassExecutionContext& Context)
{
MovementQuery.ForEachEntityChunk(Context,
[this](FMassExecutionContext& Context)
{
const int32 NumEntities = Context.GetNumEntities();
TArrayView<FTransformFragment> Transforms =
Context.GetMutableFragmentView<FTransformFragment>();
TConstArrayView<FMassVelocityFragment> Velocities =
Context.GetFragmentView<FMassVelocityFragment>();
TConstArrayView<FMassEntityHandle> Entities = Context.GetEntities();
const float DeltaTime = Context.GetDeltaTimeSeconds();
for (int32 i = 0; i < NumEntities; ++i)
{
Transforms[i].GetMutableTransform().AddToTranslation(
Velocities[i].Value * DeltaTime);
}
});
}
Parallel execution: MovementQuery.ParallelForEachEntityChunk(Context, Lambda) for thread-safe processors.
Subsystem access: Context.GetMutableSubsystem<T>() / Context.GetSubsystem<T>() for subsystems declared via AddSubsystemRequirement.
Shared/chunk access: Context.GetMutableSharedFragment<T>(), Context.GetConstSharedFragment<T>(), Context.GetChunkFragment<T>().
CRITICAL: Inside ForEachEntityChunk, never call entity manager mutations directly. Structural changes during iteration invalidate archetype memory layouts, causing undefined behavior. Use Context.Defer():
MovementQuery.ForEachEntityChunk(Context,
[](FMassExecutionContext& Context)
{
auto Transforms = Context.GetMutableFragmentView<FTransformFragment>();
auto Entities = Context.GetEntities();
for (int32 i = 0; i < Context.GetNumEntities(); ++i)
{
if (Transforms[i].GetTransform().GetLocation().Z < -1000.f)
{
Context.Defer().AddTag<FDeadTag>(Entities[i]);
Context.Defer().RemoveFragment<FHealthFragment>(Entities[i]);
}
}
});
Deferred command execution order: Create -> Add -> Remove -> ChangeComposition -> Set -> Destroy. This guarantees fragments exist before being written, and entities exist before being modified.
PushCommand<T>(Command) pushes a typed deferred command. Note: PushCommand does NOT accept a lambda. For custom deferred logic, use PushUniqueCommand(TUniquePtr<FMassBatchedCommand>&&) with a subclass of FMassBatchedCommand. See references/mass-entity-patterns.md for patterns.
Observers react to structural changes -- when a fragment or tag is added to or removed from an entity. They fire automatically:
UCLASS()
class UHealthAddedObserver : public UMassObserverProcessor
{
GENERATED_BODY()
public:
UHealthAddedObserver()
{
ObservedType = FHealthFragment::StaticStruct();
ObservedOperations = EMassObservedOperationFlags::AddElement;
}
protected:
virtual void ConfigureQueries(const TSharedRef<FMassEntityManager>& EntityManager) override;
virtual void Execute(FMassEntityManager& EntityManager,
FMassExecutionContext& Context) override;
};
The observer Execute runs only for entities that just had the observed type added/removed. Use observers for initialization, cleanup, and state-change responses instead of per-frame polling.
For single-entity access outside processor iteration, use FMassEntityView. It is transient -- never store across frames because archetype memory can relocate:
if (EntityManager.IsEntityValid(Handle))
{
FMassEntityView View(EntityManager, Handle);
if (View.GetFragmentDataPtr<FHealthFragment>() != nullptr)
{
FHealthFragment& Health = View.GetFragmentData<FHealthFragment>();
Health.Current -= Damage;
}
bool bDead = View.HasTag<FDeadTag>();
}
UMassEntityConfigAsset defines entity templates via traits. Add traits like UMassAssortedFragmentsTrait (custom fragments), UMassVisualizationTrait (ISM visualization), or UMassReplicationTrait (networking).
Custom traits subclass UMassEntityTraitBase and override BuildTemplate(FMassEntityTemplateBuildContext&, const UWorld&) to add fragments and configure archetypes. ValidateTemplate() provides editor-time validation.
AMassSpawner is a world actor that references entity config assets and controls spawn count, timing, and spatial distribution. See references/mass-entity-patterns.md for trait implementation templates.
| Fragment | Type | Purpose |
|----------|------|---------|
| FTransformFragment | Fragment | Entity world transform |
| FMassVelocityFragment | Fragment | Linear velocity |
| FMassForceFragment | Fragment | Applied force |
| FAgentRadiusFragment | Fragment | Agent collision radius |
| FMassMoveTargetFragment | Fragment | Navigation move target |
| FMassRepresentationFragment | Fragment | Current visual representation state |
| FMassRepresentationLODFragment | Fragment | Per-entity LOD level and visibility state |
| FMassRepresentationParameters | Const Shared | Representation type per LOD, update rate config |
| FMassMovementParameters | Const Shared | Max speed, acceleration |
See references/mass-fragment-reference.md for complete field details and trait types.
Mass Entity uses Instanced Static Meshes for rendering thousands of entities without per-entity actors:
| EMassRepresentationType | Usage |
|--------------------------|-------|
| StaticMeshInstance | ISM for mid/far entities |
| HighResSpawnedActor | Full actor for close-up (high LOD) |
| LowResSpawnedActor | Reduced actor for medium LOD |
| None | No visual representation |
| EMassLOD | Detail Level |
|------------|-------------|
| High | Full detail, actor-based |
| Medium | Reduced detail |
| Low | Minimal (ISM only) |
| Off | Not rendered |
UMassRepresentationSubsystem manages ISM instances. Use UMassVisualizationTrait on entity configs to set meshes and LOD distances. Force game-thread for representation processors: TMassSharedFragmentTraits<T>::GameThreadOnly = true.
UMassCrowdSubsystem provides lane-based navigation using ZoneGraph for pedestrian crowd simulation. Located in Engine/Plugins/AI/MassCrowd/ (not Runtime).
Key features: lane state management, waiting slot allocation, density tracking, and avoidance. Thread-safe for parallel processors: TMassExternalSubsystemTraits<UMassCrowdSubsystem>::GameThreadOnly = false.
Entities use FMassMoveTargetFragment for lane-following targets. ZoneGraph defines navigation lanes as connected graphs with automatic density management.
Mass Entity processors can trigger State Tree evaluations for entity AI. State Trees provide hierarchical decision-making for Mass entities as an alternative to per-entity behavior trees (prohibitively expensive at scale). For State Tree architecture and task patterns, see ue-state-trees.
Direct mutations inside ForEachEntityChunk:
// WRONG: direct mutation during iteration — undefined behavior
Query.ForEachEntityChunk(Context,
[&EntityManager](FMassExecutionContext& Context) {
EntityManager.AddFragmentToEntity(Context.GetEntities()[0],
FHealthFragment::StaticStruct()); // CRASH
});
// RIGHT: use deferred commands
Query.ForEachEntityChunk(Context,
[](FMassExecutionContext& Context) {
Context.Defer().AddFragment<FHealthFragment>(Context.GetEntities()[0]);
});
Storing FMassEntityView across frames: Entity views are transient. Archetype memory may relocate between frames, invalidating stored views. Create a fresh FMassEntityView each time.
Using IsSet/IsValid for existence: Handle.IsSet() only checks non-zero fields. A destroyed entity's handle still returns true. Use EntityManager.IsEntityValid(Handle).
Missing RegisterQuery: Forgetting RegisterQuery(MyQuery) in ConfigureQueries() silently skips the query. Every query used in Execute must be registered.
UObject access without game-thread flag: Accessing UObject properties from a parallel processor causes races. Set bRequiresGameThreadExecution = true or declare dependencies via AddSubsystemRequirement.
Fragment access mismatch: ReadOnly access + GetMutableFragmentView<T>() triggers an assertion. Match access mode to view type.
references/mass-entity-patterns.md -- Processor, observer, trait, and deferred command code templatesreferences/mass-fragment-reference.md -- Built-in fragment types, shared fragments, and trait classesue-ai-navigation -- NavMesh pathfinding and AI perception for Mass agentsue-procedural-generation -- PCG and ISM patterns relevant to Mass representationue-gameplay-framework -- GameMode/GameState interaction with Mass simulationue-actor-component-architecture -- Actor-entity bridging via MassAgentComponentue-async-threading -- Parallel execution patterns and thread safetyue-cpp-foundations -- USTRUCT, UCLASS, subsystem patternsSearch for places (restaurants, cafes, etc.) via Google Places API proxy on localhost.
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