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Changelog

Important update:

Multiplayer functionality is currently being implemented, basic replication and navigation works already, but to make it efficient for large scale multiplayer some extra work is required and might add some delays in updates. If there are features you really need please contact me on Discord! (https://discord.gg/jMuyKj5aYn)

V0.1.0a 2025-11-10

  • New: Optimized height movement, sizeable performance increase.
  • Fix: Fixed entities being pushed out of NavMesh bounds.
  • Fix: Entities no longer permanently run after attacking.
  • Change: Demo now collision ticks more frequently.

V0.1.1 2025-11-27

  • New: RTS Usage Demonstration.
  • New: Entity Health Bars when selected.
  • New: Example spawner buildings.
  • New: Example Third Person fighting character.
  • New: Example Simple Resource Gathering Buildings.
  • New: Example Building System, including costing, can build functions & decal recoloring.
  • New: Reworked Material Baking, process now much easier, includes putting MF_Smb_Vertex in parent materials on World Position Offset, Note: translucent materials not supported for nanite.
  • Improved: Streamlined Entity Fragment options to make understanding easier.
  • New: Can set Team from SpawnerComponent, Note please only call this using the OnSpawnFinished dispatcher as done in RTS Example.
  • New: Smb Entity Component, enables GetHealth from entity, enables set Team for Actors Entity Fragment during runtime, Note: Only use functions after a delay to ensure entity has been fully created, too early change crash to be fixed.
  • New: Smb Spawner Actor, allows fetching of recently spawned Entities.
  • Improved: Higher performance height checking.
  • TBD: Quick Start Video.

V0.1.1a 2025-11-28

  • Improved: Fully reworked combat to run in background processors with deferred effect spawning.
  • Fixed: RTS Sample used incorrect MassEntityConfig on buildings.
  • New: Contextual options for ranged abilities.

V0.1.2 2025-12-19

  • New: Base code needed for replication is now implemented
  • New: Location target replicated
  • New: Spawning on server propagated to clients
  • New: Easy query changes on spawner components
  • Fix: Death particle spawn timing improved
  • Improved: Melee attacks also take into account enemy agent radius
  • New: Client side running movement processor (Only relevant if multiplayer)
  • New: Actor blueprints with Animation Component now gets data even if handle is missing
  • New: Destroy entities now generally happen in a queue to avoid actor BP crashes (if entity is destroyed before acctor it causes issues)
  • New: Team can now be set on spawn safely
  • New: Spawning now is done with a delay until tick checking that EntityTemplates have been created
  • Note: Never replicate the StateTree, all needed data will be ran in local processors with minimal replicated variables

V0.1.2a 2025-12-27 (Expected)

  • New: Added notification if Skeletal Mesh Name is not supported for Animation Bake (Skeletal Mesh name is required to be "SKM_Name")
  • New: Added choice of where to bake assets, and the new default is Content/SmbBake
  • Fix: Actor BP examples now get destroyed and tell Mass they have been destroyed using Smb's function Destroy Agent Entity, allowing better death timings

V0.1.2b Soon

  • Improved: Fully Reworked Movement Solution, now using new custom movement, turning and more using NavMesh instead of Unreal Default allowing future changes like NavLink, Custom pathfinding changes, more precise movement and better performance.

Known issues to be fixed:

  • Still no quickstart videos, this will be resolved soon.
  • Mass Actor BP deaths cause an extra death particle to spawn. Triggered when an entity without BP actor representation dies
  • Entities sometimes fail to start attacking detected enemies
  • DeathPhysicsFragment not being loaded causing an error
  • Mass Actor BP can cause a freeze due to instanced material data array size being different
  • Mass Actor BP causes a crash if shown on clients
  • No neat way of adding needed BP classes (BP_Smb_PhysicsSystem and BP_Smb_Player_Manager, Niagara death VFX and Health Bars respectively)

Current features being prioritised

  • New: Horde shooter demonstration.
  • Improved: Reworked Ability Data.
  • Improved: Optimizations to allow more entities for single-player.
  • Fix: Bug fixes for Mass Actor BP interactions.
  • New: Replicated Animation Timings.
  • and more including V0.2.0 features.