Large Numbers of Entities with Mass in UE5 | Feature Highlight | State of Unreal 2022

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  • เผยแพร่เมื่อ 8 มิ.ย. 2024
  • Watch our evangelism talk ‘Large Numbers of Entities with Mass in Unreal Engine 5’ from the State of Unreal 2022 livestream.
    In this talk, Global Lead Evangelist Mario Palmero explores how the Mass Framework in UE5 represents a new paradigm in how we stage entities with behavior in Unreal Engine. This system is much more scalable than the Actor and Components pair, but requires some time and practice to master to its full potential. We talk about how Mass facilitates data-oriented design, enabling you to create Fragments, Entities, and Processors from scratch.
    To demonstrate this, we make a simple building simulation and dive into how it could be applied to games. After that, we take a look at the Mass LOD and State Trees.
    Want to learn more about Unreal Engine 5? Download the release for free, and explore the new features, sample projects, and learning resources: www.unrealengine.com/en-US/do...
    #UnrealEngine5 #UE5 #StateOfUnreal #MassFramework #OpenWorld #VirtualWorld #Evangelism #Simulation #Crowds #Traffic #AI
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ความคิดเห็น • 190

  • @Startouze
    @Startouze 2 ปีที่แล้ว +22

    Best start of an ECS so far. You need to continue this serie. That's the game changer.

  • @natestarun9847
    @natestarun9847 2 ปีที่แล้ว +24

    This highlights a lot of great features, but it would be great to overview the current limitations as well.

  • @trardac
    @trardac 2 ปีที่แล้ว +25

    We need a proper comprehensive course on this topic on unreal learning

    • @DREAMSJPEG
      @DREAMSJPEG หลายเดือนก่อน +1

      yeh 100%... It's crazy that epic devoted so much resources to make mass entity and the matrix demo and then dropped the ball with the docs and samples

  • @fleurbird
    @fleurbird 2 ปีที่แล้ว +15

    Will you make a tutorial about the shape section, i.e. the traffic system?

  • @pieskmista
    @pieskmista ปีที่แล้ว +8

    Any more in depth videos or information repo's for Mass ? Been hunting for hours and this is literally the only source of information I can find. There's a community project but pulling from git doesn't work. Documentation is negligible, just provides names of subsytems. I'd love to dive in and start learning but I can't find any foothold to begin.

  • @krisitof3
    @krisitof3 ปีที่แล้ว +2

    How did you pass per instance custom render data to the entities? (like the parameters that drive the animation shader)
    I can't find anything on how I should approach this, tried a processor that iterates over FMassInstancedStaticMeshInfo-s but no luck so far

  • @trardac
    @trardac 2 ปีที่แล้ว +19

    Where do we download the sample project?

    • @FB87291
      @FB87291 หลายเดือนก่อน +1

      Anyone ever find this? :)

  • @henndawg42069
    @henndawg42069 ปีที่แล้ว

    Hi! Is there a way to get a list of what processors will run on an entity config, either through code or in the editor UI (preferably this :))?

  • @SuperlativeCG
    @SuperlativeCG 2 ปีที่แล้ว +2

    This is what we've all been waiting for.

  • @shreks07
    @shreks07 ปีที่แล้ว +5

    Do you have a link to the code? It will be helpful to build a demo project with this code.

  • @bendiba28
    @bendiba28 ปีที่แล้ว +1

    Hi, Thx for the tuto. Any ideas on how to get those recordable on Take Recorder please?

  • @jamesfield8023
    @jamesfield8023 2 ปีที่แล้ว +12

    Is the ability to define traits and add entities going to be made accessible via Blueprint at some point?

    • @Kinos141
      @Kinos141 2 ปีที่แล้ว +8

      They said it will be as the engine gets updates. However, I'm looking to create a plugin that makes this easier for us.

  • @tatoforever
    @tatoforever 2 ปีที่แล้ว +19

    Who came up with this trait, fragments and processors idea? Wouldn't be simpler to just treat it as what exactly is. ECS (Entities = Indexes of data, Components = the Data itself, Systems = Behaviors)? The real genius lies within simplicity.

    • @kloa4219
      @kloa4219 2 ปีที่แล้ว +15

      unity patented the ECS framework, which is kind of scummy. It is likely to avoid lawsuits from a competitor

    • @BitCrusader
      @BitCrusader 2 ปีที่แล้ว +1

      That's how it works from the user's perspective, sure. The point of archetypes and such is to prevent memory from being memory on rarely used components, as well as reducing iteration time when looking for a specific combination.

    • @Navhkrin
      @Navhkrin 2 ปีที่แล้ว +1

      ECS is Unities approach to data driven programming. This is just a different approach to same. That being said I think traits are not really necessary and we can get away with just fragments with no additional layer between entity and fragment.

    • @OptimisticMonkey
      @OptimisticMonkey 2 ปีที่แล้ว +2

      tbh I prefer fragment over component. imo Component typically implies data AND behavior - eg. CharacterMovementComponent. Fragment is a better term for something that is just data and not behavior.

    • @ZealothPL
      @ZealothPL ปีที่แล้ว +9

      Gotta love patents on ideas that were documented a decade prior to the patent...

  • @masterneme
    @masterneme 2 ปีที่แล้ว +40

    This is great, exactly what I was hoping for. If I can put 1k or 2k enemies in one level without performance penalties I'll be very happy.

    • @jasonruff1270
      @jasonruff1270 2 ปีที่แล้ว +1

      yeah I'm trying to simulate machine learning ai but thousands hopefully this will work

    • @HereIsZane
      @HereIsZane 2 ปีที่แล้ว +4

      You should look into Apparatus, a UE full fledged ECS framework

    • @leroy2311
      @leroy2311 2 ปีที่แล้ว +2

      @@HereIsZane why Apparatus when MassEntity is free?

    • @HereIsZane
      @HereIsZane 2 ปีที่แล้ว

      @@leroy2311 Mass is very much WIP and only meant to be used for specific stuff, Apparatus is general purpose like Unity DOTS

  • @kenji777pl
    @kenji777pl ปีที่แล้ว +1

    In function Execute after update first argument is FMassEntityManager& EntityManager not UMassEntitySubsystem. Also I did everything like in video but mine Context is full of nulls. Where I should look for issue

  • @user-mc2me7ep2s
    @user-mc2me7ep2s ปีที่แล้ว +3

    Is there an example project of the demo in the video I can download?

  • @PaulNelligan
    @PaulNelligan ปีที่แล้ว +4

    This is fantastic, but please please please give us a working demo codebase ...

  • @3jsjeosn
    @3jsjeosn 2 ปีที่แล้ว +13

    Great! We need tutorial on traffic simulation using mass

    • @swait239
      @swait239 2 ปีที่แล้ว

      Was mass used for the vehicle animations for the cars racing after the car w/ Neo in matrix?

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว

      @@swait239 No, that was good old fashion, yet realtime, cinematic.

    • @swait239
      @swait239 2 ปีที่แล้ว

      @@Miechu0 To what extent was Mass used for the matrix then?

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +3

      @@swait239 in the demo Mass is driving all the pedestrian and traffic simulation in the open-world section (performing logic and preparing data for animation), including traffic lights logic (there's thousands of intersections in the city) and representing and tracking all the parked cars. Mass was also driving crowd and traffic LODing (both visual and behavioral).

    • @swait239
      @swait239 2 ปีที่แล้ว

      @@Miechu0 what wasn’t Mass used for that we would expect it used for but was in fact not?

  • @brunskiy
    @brunskiy 2 หลายเดือนก่อน

    Thanks for your lesson. Excellent presentation. :)

  • @AnAncient76
    @AnAncient76 2 ปีที่แล้ว +1

    So, this feature will be by default in the next versions of the engine?

  • @emptybruh
    @emptybruh ปีที่แล้ว

    Hey, few questions, does multiplayer work with these, can it be used alongside non data oriented stuff?

  • @momomadi2
    @momomadi2 2 ปีที่แล้ว +1

    were i can see gdc talk dilution of motion ?

  • @nodelayfordays8083
    @nodelayfordays8083 2 ปีที่แล้ว +3

    Where to download sample project?

  • @yogsothoth00
    @yogsothoth00 3 หลายเดือนก่อน

    Why didn't they go full SOA ? The fragment as the array element means we can't use SIMD to process attributes?

  • @nikitacynic763
    @nikitacynic763 2 ปีที่แล้ว +7

    Omagaaaad
    I so love it!
    I’m a big fan of ECS approach on Unity(Entitas)
    So now I feel free to switch on ue5 completely🤔

  • @spectrecular9721
    @spectrecular9721 7 หลายเดือนก่อน +7

    I'm using UE 5.3 and this code seems to be out of date... 😞
    For starters, *UMassProcessor* doesn't seem to have a *ConfigureQueries* or *Execute* function anymore.
    Closest I can find is *CallExecute* , which isn't virtual and takes in a *FMassEntityManager* instead.
    Any chance we can get an update for this?

    • @RomanTimm
      @RomanTimm 2 หลายเดือนก่อน

      actually I am in UE5.3 and I do see the Execute functions. For example you can take a look at the MassLookProcessors, the code is similar to what we have here. But for me the Execute doesn't work at all as well.

  • @arsalino1116
    @arsalino1116 11 หลายเดือนก่อน

    So is there no way to have a skeletalmesh? do we have to bake all animation into the material?

  • @venger5705
    @venger5705 2 ปีที่แล้ว

    So good you guys!

  • @momomadi2
    @momomadi2 7 หลายเดือนก่อน +3

    the only mass ai tutorial i can find is outdated ? yes it is

  • @poopityscooper2116
    @poopityscooper2116 2 ปีที่แล้ว +1

    The unedited BasicTrait C++ file assigned to the Data Asset crashes Unreal every single time.

  • @RomanTimm
    @RomanTimm 2 หลายเดือนก่อน +1

    Has anyone else encountered an issue that the SimpleRandomMovementProcessor isn't executing at all? I added logs in the Config and Constructor functions, and they indeed are called several times, but the executor isn't. Any ideas?

    • @unreolog8699
      @unreolog8699 2 หลายเดือนก่อน +1

      I found the solution on the Epic forum. You need to add an extra line to finish registration:
      EntityQuery.RegisterWithProcessor(*this);
      It works for me
      void UXXXXProcessor::ConfigureQueries()
      {
      EntityQuery.AddRequirement(EMassFragmentAccess::ReadWrite);
      EntityQuery.RegisterWithProcessor(*this);
      }

  • @_SkyDancer
    @_SkyDancer ปีที่แล้ว

    So basically all this system is for static objects only right? You can't use this system in some multiplayer game to spawn like, 500 characters and replicate all of them using server?

  • @DerrickTheFork
    @DerrickTheFork 2 ปีที่แล้ว +4

    Does this come with a job system to make multithreading easy & safe?

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +8

      We're working on it.

  • @focotaku
    @focotaku หลายเดือนก่อน

    The first slide says “Mario Palermo”, but I think his name is Mario Palmero 😅 Mario Palmero Pavon.

  • @KarkleM
    @KarkleM 2 ปีที่แล้ว

    Awesome!!!

  • @zeon3d755
    @zeon3d755 ปีที่แล้ว

    Would it be possible to create zombies which can damage players and also take damage?

  • @germantrovato868
    @germantrovato868 10 หลายเดือนก่อน

    it gives me errors in the compilation...but not knowing much about programming i don't know how to correct.

  • @nikwalz3429
    @nikwalz3429 25 วันที่ผ่านมา

    Can we have this as a sample project to download somewhere?

  • @Drakuba
    @Drakuba 5 หลายเดือนก่อน

    cool, i can only hope it will get adopted to blueprints as im not planning to learn c untill i master programming blueprints first. Still, good this exist

  • @sambarranco3424
    @sambarranco3424 2 ปีที่แล้ว +3

    With all the steps followed up to th-cam.com/video/f9q8A-9DvPo/w-d-xo.html including ticking the Auto Spawn on begin play I don't see anything in the editor

    • @ReArNiDcOM
      @ReArNiDcOM หลายเดือนก่อน

      I am having the same issue. Is this tutorial outdated?

  • @Navhkrin
    @Navhkrin 2 ปีที่แล้ว

    What is the advantage of seperating traits and fragments? Why don't we just directly add fragments to entities? I don't see what is the advantage we are getting from having that additional layer.

    • @viperdkue5
      @viperdkue5 2 ปีที่แล้ว +1

      They try to keep the data low so its fits in L1-L3 cache, run it on all entities and move on to the next fragment/trait, for maximum speed.

  • @dhruvjoshi6035
    @dhruvjoshi6035 2 ปีที่แล้ว +5

    I have to say this: Documentation is not enough sometimes it's required tutorial. I think unreal engine have to come with employees who can explain every single features on unreal engine 5 on real projects like a professional on Multiplayer games or Film and animation etc. Sometimes it's happens I am stock on perticular thing for many hours.

  • @rksreepansh
    @rksreepansh 2 ปีที่แล้ว +1

    I m not a computer guy,but can anyone explain what is these?❤️

  • @cupsster1
    @cupsster1 2 ปีที่แล้ว +4

    @UnrealEngine @MieszkoZielinski Please provide link for example project with little dudes to tear apart and learn.. :) Was waiting for proper ECS in UE for quite some time, now I can make my dream game true!

  • @marekpedzinski9496
    @marekpedzinski9496 ปีที่แล้ว +1

    But what about multiplayer? I don't see spawned elements on the client. After packaging game I don't see them too, even on singleplayer. When I play game from editor I see them on server and standalone only.

    • @diyorikromov3151
      @diyorikromov3151 ปีที่แล้ว

      I guess, you forgot to replace Debug visualization, which is used for editor only.

    • @marekpedzinski9496
      @marekpedzinski9496 ปีที่แล้ว

      ​@@diyorikromov3151 Thx, now it works on standalone and server after packaging but not at clients. Probably I need config some traits. I tried MassReplicationTrait and different settings but at the client i don't see anything. Any ideas?

  • @cgkrab
    @cgkrab 2 ปีที่แล้ว +2

    Nice :D think we will ever see texture-driven displacement with nanite? RIP tessellation

  • @slawoooo9255
    @slawoooo9255 2 ปีที่แล้ว +2

    Can you make tool like geometry nodes in Blender?

    • @ue5cad-engineeringvisions915
      @ue5cad-engineeringvisions915 ปีที่แล้ว

      There is something similar called Geometry Scripting, Dynamic Mesh Actors. It is new and not as good as Geometry Nodes yet, but you can mix the different nodes together and create your own modifiers. You will need a lot of patience to figure out all that vector math to have things line up properly when you start changing parameters.

  • @yingyingyang4708
    @yingyingyang4708 2 ปีที่แล้ว +1

    Pleeeeeease make a tutorial about zone shape and traffic system.😭

    • @viperdkue5
      @viperdkue5 2 ปีที่แล้ว +1

      I made a tutorial about getting Mass Crowd AI working in any project
      th-cam.com/video/bVvYn7dEqMA/w-d-xo.html
      Working on a MassTraffic tutorial atm.

  • @DevGods
    @DevGods 11 หลายเดือนก่อน +1

    You guys should take something else out of unity's book and release these examples so we can play with them and break them. If there are examples the links should be provided!!

  • @Matagirl001
    @Matagirl001 หลายเดือนก่อน

    The biggest selling point of Unreal Engine is its ability to utilize Blueprints. However, functionalities like generating Mass AI cannot be achieved without using C++.

  • @codymccarty9327
    @codymccarty9327 4 หลายเดือนก่อน

    This is kinda how Rare did sails and floating barrels in Sea of Thieves.

  • @trardac
    @trardac 2 ปีที่แล้ว +1

    5:00 When are you going to talk about zone graph then?

  • @bbc3081
    @bbc3081 7 หลายเดือนก่อน

    where can i get the project?

  • @BillyViBritannia
    @BillyViBritannia 10 หลายเดือนก่อน

    Does anyone know if this works on mobile?

  • @joantonio6331
    @joantonio6331 2 ปีที่แล้ว +2

    How do you get that FMassFragment? I get an error when I try to implement it

    • @mariopalmero2606
      @mariopalmero2606 2 ปีที่แล้ว +1

      Have you included the plugins and the modules? Have you added the dependancies in your Build.cs file?

    • @joantonio6331
      @joantonio6331 2 ปีที่แล้ว

      @@mariopalmero2606 I had a blueprint project that I added the C++ code that turned it into a C++ project and added the plugins they required in that video
      When I directly call FMassFragment, it is working but not when I parent it like they did

    • @RaedAbbas
      @RaedAbbas 2 ปีที่แล้ว +1

      @@mariopalmero2606 Have they mentioned dependencies in the video? Only the plugins were mentioned!

    • @timtaotao
      @timtaotao 2 ปีที่แล้ว +1

      Have you sorted this problem out?

    • @joantonio6331
      @joantonio6331 2 ปีที่แล้ว +1

      @@RaedAbbas Yes I sorted that out, my guess is that most of those who makes the videos assume you have a solid knowledge of C++. Now I got everything working, even managed to spawn 15k AI doing their own things

  • @stepanshnder1850
    @stepanshnder1850 8 หลายเดือนก่อน

    I can use this un Blueprint???

  • @focotaku
    @focotaku หลายเดือนก่อน +1

    “our tar jet” 🙉

  • @joantonio6331
    @joantonio6331 2 ปีที่แล้ว

    I do not have time to wait for them to make it available in blueprint, I will create a C++ module

  • @edgargavidia7492
    @edgargavidia7492 2 ปีที่แล้ว

    Motor Grafico-Sensei

  • @flyingtruck5301
    @flyingtruck5301 2 ปีที่แล้ว +1

    2nd (wonderful news btw.)

  • @swait239
    @swait239 2 ปีที่แล้ว +3

    Would maybe help to start the demo by showing how to initialize project with sample content. Even starting with the template wizard to show how the project was created would be nice.

  • @joantonio6331
    @joantonio6331 2 ปีที่แล้ว +1

    It was confusing at first, especially from the blueprint guys... But now after perseverance and the will to understand C++, I love it and moved my project to C++

  • @vadimyantbelidze3026
    @vadimyantbelidze3026 2 ปีที่แล้ว

    Will this be used in Lego Metaverse?

  • @austinbryan6759
    @austinbryan6759 2 ปีที่แล้ว

    Kingdom hearts 4 battle of 10,000 heartless here we come

  • @billjeason6635
    @billjeason6635 2 ปีที่แล้ว

    Well,I don`t want using graph to replace to c++ code because the node graph is very difficult to manage expecially a big Project.The blueprint should be simple and fast iteration and the Engine C++ code should be easy to extendable.I hope the hold Engine Source Code Be rewrite for a better Structure for feature

  • @sergeimikhailov8806
    @sergeimikhailov8806 2 ปีที่แล้ว +3

    R.I.P Unity DOTS. Apr 26, 2022

  • @stefdevs
    @stefdevs 2 ปีที่แล้ว +3

    Why in the world is this called "Mass"?

    • @theytittylyrics
      @theytittylyrics 2 ปีที่แล้ว +3

      Because it can process masses of entities

  • @JeremySwigart
    @JeremySwigart 2 ปีที่แล้ว +2

    Basically Unreal version of Unity DOTS

    • @adamodimattia
      @adamodimattia 2 ปีที่แล้ว +9

      But it's ready :) The one thing that kept me using unity was the hope for dots... and now I will have it in Unreal just like so.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 ปีที่แล้ว

      @@adamodimattia The same here

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 ปีที่แล้ว

      But the job system and burst compile are also attractive to me

    • @KeinZantezuken
      @KeinZantezuken 2 ปีที่แล้ว +1

      @@adamodimattia It isnt "ready", it literally says "Experimental". DOTS was released into 1.0 by Unity at the end of 2021

    • @adamodimattia
      @adamodimattia 2 ปีที่แล้ว +3

      @@KeinZantezuken incorrect, entities in dots was just about a month ago released in 0.5 version and 1.0 will come no sooner than next year and it will not be backwards compatible with the current 0.50 version. Unreal ecs may be experimental but I would assume it is already safer and more usable than Unity ecs. It is funny that over the last 4 yrs they have been developing it at Unity, everyone waiting for it me included and now Unreal 5 just has it without announcing anything beforehand :)

  • @myelinsheathxd
    @myelinsheathxd 2 ปีที่แล้ว +3

    Amazing though!
    That great to see ECS in the engine. Although it's not good idea to fully integrate the game on it now. Better use a custom engine. But Nice to see these features

  • @Energy0124HK
    @Energy0124HK 2 ปีที่แล้ว

    Last!

  • @jbaguetta
    @jbaguetta 2 ปีที่แล้ว +6

    Well that's just an ECS ;)

    • @loremipsum3147
      @loremipsum3147 2 ปีที่แล้ว

      no it is meta ecs :D

    • @damaomiX
      @damaomiX 2 ปีที่แล้ว

      No, it is modified.

  • @Huguito
    @Huguito 2 ปีที่แล้ว +2

    Make the Matrix Demo available for PC please!! I love the nanite technology and realism in the demo ❤

    • @cellardoor9882
      @cellardoor9882 2 ปีที่แล้ว +4

      I thought it's already available?

    • @tony6795
      @tony6795 2 ปีที่แล้ว +6

      It's already available for PC.

    • @CyberWolf755
      @CyberWolf755 2 ปีที่แล้ว +1

      it is available for a couple of days. If you just want a built version and not the projects, search around discord or twitter and you will find community builds of the Matrix demo that you can just download and play.

    • @omegablast2002
      @omegablast2002 2 ปีที่แล้ว +3

      it is...its called city sample

    • @Huguito
      @Huguito 2 ปีที่แล้ว

      @@omegablast2002 thanks

  • @koffeekage
    @koffeekage 2 ปีที่แล้ว +2

    I just want a city sim with millions of real citizens.

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +3

      That's coming in 5.1 ;)

    • @jasonruff1270
      @jasonruff1270 2 ปีที่แล้ว

      @@Miechu0 really?

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +2

      @@jasonruff1270 I winked! Although that's our long-term goal.

    • @jasonruff1270
      @jasonruff1270 2 ปีที่แล้ว

      @@Miechu0 what is your take on having large numbers of machine learning AI?

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +1

      @@jasonruff1270 it heavily depends on what you mean exactly. There's so many pitfalls, disclaimers and hardware limitations!

  • @LudvikKoutnyArt
    @LudvikKoutnyArt 2 ปีที่แล้ว +5

    This is just amazing. It's hilarious how Unity is flapping around in the dirt of their DOTS system for several years now and they just managed to call their version 0.5, while Epic pretty much got it right on the first try :)

    • @zazay98
      @zazay98 2 ปีที่แล้ว +1

      It’s pretty easy to copy

    • @TuberTugger
      @TuberTugger ปีที่แล้ว +1

      It's hilarious that it has taken older car manufacturers decades to get to today's models. And new car companies do it right away!

    • @LudvikKoutnyArt
      @LudvikKoutnyArt ปีที่แล้ว

      @@TuberTugger ECS software pattern was already known and quite well explored before Unity presented their initial prototype nearly 5 years ago. Now, nearly 5 years later, they failed the bring it to a production ready state and still call it "0.5" version. Epic on the other hand started much later and already ships quite usable version.
      Snarky comments are fine. I posted one as well after all, but you need to have your facts straight beforehand, otherwise you just embarrass yourself. :)

    • @TuberTugger
      @TuberTugger ปีที่แล้ว +1

      @@LudvikKoutnyArt Lol. You just said the same thing again. You didn't embarrass anyone but yourself.

  • @megatu1915
    @megatu1915 2 ปีที่แล้ว +4

    Nice use of different terminology xD just say ECS

    • @damaomiX
      @damaomiX 2 ปีที่แล้ว

      No, it is modified.

    • @Miechu0
      @Miechu0 2 ปีที่แล้ว +1

      It's EFP :P

    • @TheEraindil
      @TheEraindil ปีที่แล้ว

      @@Miechu0 Entity Fomponent Pystem?

    • @Miechu0
      @Miechu0 ปีที่แล้ว

      @@TheEraindil Entity Fragment Processor, but I like yours even more ;)

  • @zeon3d755
    @zeon3d755 2 ปีที่แล้ว +1

    The whole video was done pronouncing target as "tarjet"? lol ... beside that good stuffs.

  • @jasonruff1270
    @jasonruff1270 2 ปีที่แล้ว

    I want massive amounts of machine learning AI

  • @justlama0
    @justlama0 2 ปีที่แล้ว +3

    can you guys pls buy Unity and rewrite all their engine? :)

  • @utkarshshukla
    @utkarshshukla 2 ปีที่แล้ว +2

    Simple ECS framework ..

    • @tony6795
      @tony6795 2 ปีที่แล้ว +2

      ok...

  • @tatoforever
    @tatoforever 2 ปีที่แล้ว +1

    Oh my, Unreal overtaking the ECS frameworks and tools. Unity don't like this! :V

  • @digitalmimesislab7240
    @digitalmimesislab7240 2 ปีที่แล้ว +13

    While Unity has spent years to develop DOTS,boom! Unreal releases their DOTS suddenly.

    • @KeinZantezuken
      @KeinZantezuken 2 ปีที่แล้ว +3

      DOTS has been released a while back in 2021. And what makes you think Unreal's one is complete (literally says Experimental) and it took them less time? UE5 has been long time in dev.

    • @theytittylyrics
      @theytittylyrics 2 ปีที่แล้ว +5

      Do you realize that DOTS is way different to Mass? Mass is only a part of the engine which allows you to do some parts of your game with ECS. DOTS is a major change to Unity which allows you to completely write your game with it. These two technologies can't be compared.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 ปีที่แล้ว +2

      @@theytittylyrics But essentially the work both ecs do is reducing cache miss. Now unreal is able to do that. Not to mention nanite and lumen and double float precision system. So my main point is that Unity improves it self much slower than Unreal.

    • @theytittylyrics
      @theytittylyrics 2 ปีที่แล้ว

      @@digitalmimesislab7240 Unreal is able to do that but Unity does it much more effenciently if you use only DOTS since pretty much everything there in the engine is stored data-driven, which isn't the case with Unity.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 ปีที่แล้ว

      @@theytittylyrics Maybe, i hope.

  • @dannyf21
    @dannyf21 2 ปีที่แล้ว +1

    1st

  • @oguzhankaya9156
    @oguzhankaya9156 2 ปีที่แล้ว

    UE5.0.1 MacOS Water and Landmass Plugin issue. Reminding.

  • @grzegorzciach3276
    @grzegorzciach3276 ปีที่แล้ว

    Everything builds nicely: but when I try to run it on UE5.1 I get this error:
    Assertion failed: ExecutionContext.ExecutionType == ExpectedContextType && (ExpectedContextType == EMassExecutionContextType::Local || bRegistered) [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\MassEntity\Source\MassEntity\Private\MassEntityQuery.cpp] [Line: 154] ExecutionContextType mismatch, make sure all the queries run as part of processor execution are registered with some processor with a FMassEntityQuery::RegisterWithProcessor call
    UnrealEditor_MassEntity
    UnrealEditor_SadesECS!USimpleRandomMovementProcessor::Execute() [C:\Users\greg\Documents\Unreal Projects\SadesECS\Source\SadesECS\SimpleRandomMovementProcessor.cpp:24]
    UnrealEditor_MassEntity
    Any idea how to fix it?

    • @mohamedibrahim2417
      @mohamedibrahim2417 ปีที่แล้ว

      Hi man I have the same problem, did you manage to fix it ?

    • @grzegorzciach3276
      @grzegorzciach3276 ปีที่แล้ว +2

      @@mohamedibrahim2417 i did - big chunk of it was upgrading to 5.1 and adding a couple of things to the build file. There's a mass ai github sample project, it should point you in the right direction - I'll try to dig it up later and share with you. DM me.

    • @klobodnf
      @klobodnf ปีที่แล้ว +7

      UE5.1 Version You Must Add EntityQuery.RegisterWithProcessor(*this); In ConfigureQueries Function

    • @thegeekrelief
      @thegeekrelief ปีที่แล้ว +1

      @@klobodnf This should be its own comment. I wasted hours figuring out what was wrong until I looked at the the Mass Community Sample.

    • @SamuelB-
      @SamuelB- 6 หลายเดือนก่อน

      @@klobodnf This was the missing piece, its absolutely mind boggling that this is not documented by Epic.