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

Configure

# 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

# Page You will build
7 Fire from Blueprint A pawn that fires with Spawn Projectiles
8 Weapon with the Fire Component An automatic weapon using Mass Projectile Fire (RPM, spread, pellets)
9 Hits and Damage Apply Damage from projectile hits with Mass Projectile Hit
10 Multiplayer Replicated weapons, client prediction, and a two-player PIE test

Go further

# Page Contents
11 Visuals and Niagara Tracer/impact/smoke systems, the User.* parameter contract, converting marketplace VFX
12 Performance and Scaling Budgets, adaptive controllers, per-device tuning
13 Console Commands and CVars Every proj.* command and variable
14 Blueprint and C++ API Nodes, structs, delegates, custom visualizers
15 Troubleshooting and FAQ Common problems and fixes

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.

Need help? Contact support.