Make Mass entities fightable
Add Health, resources, shields, damage, healing, buffs, debuffs, abilities, cooldowns, projectiles, death, and progression to actorless or represented entities.
Equip native Unreal Mass entities with custom attributes, tags, effects, abilities, damage, targeting, and projectiles - from Blueprint or C++ - without surrendering control of your simulation.
Unreal Mass handles data-oriented populations. Mass Forge gives those entities a shared combat vocabulary: Health, resources, effects, abilities, targeting, projectiles, death, saved state, and diagnostics. The entities and processors remain native Mass; the plugin adds the gameplay rules around them.

The included Battle Simulator is one inspectable consumer of the public API: the armies use Mass Forge attributes, targeting, damage, healing, effects, projectiles, and outcome state while the example owns its formations, pacing, presentation, and rules.
Spawn one entity from a Blueprint encounter, arrange thousands through a C++ population system, or process a bounded working set from a much larger allocation. Each path uses the same attributes, damage definitions, effects, abilities, targeting policies, and projectile rules.
| Mass Forge equips and operates | Your project remains free to define |
|---|---|
| Attributes, derived values, regeneration, tags, effects, abilities, damage, targeting, projectiles, death requests, state snapshots, and inspection | Spawn logic, pooling, wave composition, AI decisions, navigation, movement, factions, representation, animation, UI, progression, balance, victory, and defeat |
The included examples are inspectable consumers of the plugin, not mandatory architecture. Copy their patterns, replace them, or connect Mass Forge to an existing simulation.
Initial-release scope
Mass Forge's supported initial release is single-player. Multiplayer research remains preserved for post-v1 development but is not part of the advertised workflow, public example catalogue, or support promise.