Mass Projectile Subsystem — Documentation
Mass Entity projectiles for Unreal Engine 5.8. Tens of thousands of live rounds with ballistics, penetration, ricochet, decals, flyby and impact audio, and Niagara tracers, and no actor per bullet. Multiplayer sends compact, deterministic fire events instead of per-projectile state.
Experimental dependency. The plugin is built on Epic's Mass Gameplay plugin, which Epic marks Experimental. The editor shows an experimental-feature notice when it is enabled.
#Start here
| # |
Page |
You will learn |
| 1 |
Installation |
Enable the plugin, create the Projectile collision channel, name physical surfaces |
| 2 |
Quick Start |
Play the demo map and fire your first projectile in five minutes |
| 3 |
Core Concepts |
How a shot flows through Mass, and where each setting lives |
| # |
Page |
You will learn |
| 4 |
Project Settings |
Every field on Mass Projectile Subsystem and Mass Projectile Niagara |
| 5 |
Projectile Types |
Create a projectile type (EC_Projectile_*) and tune its four traits |
| 6 |
Physical Surfaces |
Ricochet, penetration and V50 per surface, plus mapping to your own physical materials |
#Tutorials
#Go further
#Modules at a glance
| Module |
Type |
Role |
MassProjectileSubsystem |
Runtime |
Simulation, collision, penetration/ricochet, hits, decals, audio, replication, Blueprint API. No Niagara dependency. |
MassProjectileSubsystemNiagara |
Runtime |
Default visualizer: tracers, batched impact bursts, lingering smoke trails. |
MassProjectileSubsystemEditor |
Editor |
Asset-authoring commands (proj.Create*, proj.MakeNiagaraCompatible, proj.ValidatePluginContent). |
Supported platforms: Win64, Mac, Linux, LinuxArm64, Android, iOS. Dedicated servers: Linux / LinuxArm64.
#Support
Include your engine version and whether the plugin is installed in the engine or the project. Contact: darkmatestudio.vercel.app/support.