Marketplace / Mass Projectile Subsystem

MarketplaceUE 5.8

Mass Projectile Subsystem

Mass Entity projectiles for Unreal Engine 5.8: 100,000+ live rounds with physically based ballistics, penetration, ricochet, flyby whizzes, decals and Niagara tracers — no actor per bullet, multiplayer-ready.

Introduction

What you get

A projectile runtime built on Unreal's Mass Entity system. Every shot is a few dozen bytes of state simulated on worker threads, so a scene can hold 100,000+ live rounds with gravity, air drag and wind. Flight uses closed-form drag, so trajectories do not change with frame rate. Budgeted swept traces keep collision cost flat under load without tunnelling.

Per-surface ballistics decide whether a round stops, ricochets or punches through. Penetration uses a V50 ballistic limit against the material's real thickness along the shot, and the exit speed follows the Lambert–Jonas residual-velocity model, so every wall bleeds speed and slow exits drop under gravity. Spent rounds fall off hard faces instead of vanishing.

Hits leave hole decals (entry, exit, and a bore on both faces of a through-shot), play per-surface impact sounds, push physics bodies, and raise an authority-only On Projectile Hit event for Apply Damage. Every asset — Niagara systems, decals, sounds, types — is assigned in Project Settings or on the projectile type, and is packaged automatically.

Near misses are heard and felt. When a round's path passes within its type's flyby radius of the camera, a one-shot whiz plays at the closest point of the pass — spatialized, louder the closer it passes, pitch-varied per round, and budgeted so a 20,000-round volley stays readable instead of turning into noise. Your own shots never whiz past you, and every client hears the flybys of every other player's shots. Rifle, shell and plasma whizzes are included; any SoundWave, SoundCue or MetaSound can replace them per type. The same near misses push an air wake that nudges light physics bodies the round never touched.

Multiplayer sends compact, seeded fire events instead of per-projectile state — one event can carry a 20,000-round volley — with client prediction, server validation and late-join catch-up. Tracers, impact bursts and lingering smoke are drawn by a pluggable Niagara visualizer.

Blueprint-first: Spawn Projectiles, the Mass Projectile Fire component and the Mass Projectile Hit component cover weapons and damage without C++. Ships with three projectile types (Rifle, Shell, Plasma), six physical surfaces, a Blueprint demo map, debug drawing (proj.DebugPaths, proj.DebugHits) and full C++ source. Fifteen pages of documentation with step-by-step tutorials are on this site.

Plugin · Mass Entity · Projectiles · Niagara · Audio · Multiplayer

Technical details

Engine version
Unreal Engine 5.8
Code modules
MassProjectileSubsystem (Runtime) MassProjectileSubsystemNiagara (Runtime) MassProjectileSubsystemEditor (Editor)
C++ types
16 classes, 17 structs, 4 enums — full source included
Blueprints
2 (demo pawn and game mode)
Network replicated
Yes — seeded fire events, server-authoritative damage, late-join catch-up
Platforms
Win64 (tested). Mac, Linux, LinuxArm64, Android and iOS are enabled for the runtime modules.
Engine plugins
Mass Gameplay (Experimental), Niagara, Enhanced Input
Example
Demo map: /MassProjectileSubsystem/Demo/Maps/L_MassProjectileDemo

FAQ

Which Unreal versions are supported?+

UE 5.8. The plugin ships as C++ source and compiles with your engine.

Is this actor-based?+

No. Projectiles are Mass entities simulated on worker threads — there is no actor, component or Niagara emitter per bullet.

Blueprint or C++?+

Both. Firing, weapons and damage are fully Blueprint-accessible; C++ can also plug in a custom visualizer. Full source is included.

Does it work in multiplayer?+

Yes. Shots replicate as compact, deterministic fire events with client prediction and server-side validation. Damage stays server-authoritative, and dedicated servers simulate hits without creating any visuals or audio.

Are there bullet flyby (whiz) sounds?+

Yes. Rounds that pass close to the camera play a spatialized whiz at the closest point of the pass, louder the nearer they come. The trigger radius, minimum speed, sound, volume and pitch are set per projectile type, with per-frame budgets in Project Settings. Near misses also push light physics bodies.

Can I use my own VFX, decals and sounds?+

Yes. Nothing is hardcoded: assign your own Niagara systems in Project Settings and your own decals and sounds per surface on each projectile type. The docs cover converting marketplace VFX to the plugin's Niagara parameters.

Does it depend on experimental engine features?+

It depends on Epic's Mass Gameplay plugin, which Epic marks Experimental. Mass Gameplay ships with Unreal Engine 5.8.

Support

Include your engine version, whether you installed to the engine or the project, and the LogMassProjectiles lines from your log.