Large Numbers of Entities with Mass in UE5 | Feature Highlight | State of Unreal 2022

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  • Опубліковано 13 січ 2025

КОМЕНТАРІ • 191

  • @digitalcatofficial
    @digitalcatofficial 2 місяці тому +11

    For UE5.4 entity not moving and build issues:
    at 6:57 I need to add const before the UWorld& to match with the definition in UMassEntityTraitBass, otherwise I got C3668 error.
    at 8:21 need to add :EntityQuery(*this) after USimpleRandomMovementProcessor::USimpleRandomMovementProcessor(), otherwise the entities will not move.

    • @timbenton450
      @timbenton450 Місяць тому +2

      Thank you so much for this post! I was going through every tutorial I could find to try to solve this problem, and your comment is 100% correct. This needs more upvotes!
      For anyone not that familiar with c++,
      USimpleRandomMovementProcessor::USimpleRandomMovementProcessor() : EntityQuery(*this)
      initializes the EntityQuery member variable (anything after the colon of the constructor signature is called an "initializer list". Previously there must have been some code that explicitly set the EntityQuery after construction that has been since removed.

  • @Startouze
    @Startouze 2 роки тому +31

    Best start of an ECS so far. You need to continue this serie. That's the game changer.

  • @natestarun9847
    @natestarun9847 2 роки тому +30

    This highlights a lot of great features, but it would be great to overview the current limitations as well.

  • @trardac
    @trardac 2 роки тому +31

    We need a proper comprehensive course on this topic on unreal learning

    • @DREAMSJPEG
      @DREAMSJPEG 8 місяців тому +8

      yeh 100%... It's crazy that epic devoted so much resources to make mass entity and the matrix demo and then dropped the ball with the docs and samples

  • @fleurbird
    @fleurbird 2 роки тому +16

    Will you make a tutorial about the shape section, i.e. the traffic system?

  • @pieskmista
    @pieskmista 2 роки тому +11

    Any more in depth videos or information repo's for Mass ? Been hunting for hours and this is literally the only source of information I can find. There's a community project but pulling from git doesn't work. Documentation is negligible, just provides names of subsytems. I'd love to dive in and start learning but I can't find any foothold to begin.

  • @tatoforever
    @tatoforever 2 роки тому +22

    Who came up with this trait, fragments and processors idea? Wouldn't be simpler to just treat it as what exactly is. ECS (Entities = Indexes of data, Components = the Data itself, Systems = Behaviors)? The real genius lies within simplicity.

    • @kloa4219
      @kloa4219 2 роки тому +21

      unity patented the ECS framework, which is kind of scummy. It is likely to avoid lawsuits from a competitor

    • @BitCrusader
      @BitCrusader 2 роки тому +3

      That's how it works from the user's perspective, sure. The point of archetypes and such is to prevent memory from being memory on rarely used components, as well as reducing iteration time when looking for a specific combination.

    • @Navhkrin
      @Navhkrin 2 роки тому +2

      ECS is Unities approach to data driven programming. This is just a different approach to same. That being said I think traits are not really necessary and we can get away with just fragments with no additional layer between entity and fragment.

    • @OptimisticMonkey
      @OptimisticMonkey 2 роки тому +4

      tbh I prefer fragment over component. imo Component typically implies data AND behavior - eg. CharacterMovementComponent. Fragment is a better term for something that is just data and not behavior.

    • @ZealothPL
      @ZealothPL 2 роки тому +13

      Gotta love patents on ideas that were documented a decade prior to the patent...

  • @trardac
    @trardac 2 роки тому +20

    Where do we download the sample project?

    • @FB87291
      @FB87291 8 місяців тому +1

      Anyone ever find this? :)

  • @Fafmagic
    @Fafmagic 2 роки тому +13

    Is the ability to define traits and add entities going to be made accessible via Blueprint at some point?

    • @Kinos141
      @Kinos141 2 роки тому +8

      They said it will be as the engine gets updates. However, I'm looking to create a plugin that makes this easier for us.

  • @IronAttorney1
    @IronAttorney1 2 місяці тому +1

    I'm falling at the first hurdle here... I don't see any debug visualisation cones at 5:32 in UE5.4. I've rewatched it again and again to see if I missed anything, I didn't. Any ideaas what could be wrong if I've followed your tutorial exactly so far?

  • @0xnd90sjsnjdo0sbbo0
    @0xnd90sjsnjdo0sbbo0 2 роки тому +14

    Great! We need tutorial on traffic simulation using mass

    • @swait239
      @swait239 2 роки тому

      Was mass used for the vehicle animations for the cars racing after the car w/ Neo in matrix?

    • @Miechu0
      @Miechu0 2 роки тому

      @@swait239 No, that was good old fashion, yet realtime, cinematic.

    • @swait239
      @swait239 2 роки тому

      @@Miechu0 To what extent was Mass used for the matrix then?

    • @Miechu0
      @Miechu0 2 роки тому +3

      @@swait239 in the demo Mass is driving all the pedestrian and traffic simulation in the open-world section (performing logic and preparing data for animation), including traffic lights logic (there's thousands of intersections in the city) and representing and tracking all the parked cars. Mass was also driving crowd and traffic LODing (both visual and behavioral).

    • @swait239
      @swait239 2 роки тому

      @@Miechu0 what wasn’t Mass used for that we would expect it used for but was in fact not?

  • @李雨聪-z4l
    @李雨聪-z4l 2 роки тому +3

    Is there an example project of the demo in the video I can download?

  • @PaulNelligan
    @PaulNelligan 2 роки тому +4

    This is fantastic, but please please please give us a working demo codebase ...

  • @masterneme
    @masterneme 2 роки тому +42

    This is great, exactly what I was hoping for. If I can put 1k or 2k enemies in one level without performance penalties I'll be very happy.

    • @jasonruff1270
      @jasonruff1270 2 роки тому +2

      yeah I'm trying to simulate machine learning ai but thousands hopefully this will work

    • @HereIsZane
      @HereIsZane 2 роки тому +5

      You should look into Apparatus, a UE full fledged ECS framework

    • @leroy2311
      @leroy2311 2 роки тому +2

      @@HereIsZane why Apparatus when MassEntity is free?

    • @HereIsZane
      @HereIsZane 2 роки тому +1

      @@leroy2311 Mass is very much WIP and only meant to be used for specific stuff, Apparatus is general purpose like Unity DOTS

  • @shreks07
    @shreks07 2 роки тому +5

    Do you have a link to the code? It will be helpful to build a demo project with this code.

  • @nodelayfordays8083
    @nodelayfordays8083 2 роки тому +3

    Where to download sample project?

  • @DerrickTheFork
    @DerrickTheFork 2 роки тому +4

    Does this come with a job system to make multithreading easy & safe?

    • @Miechu0
      @Miechu0 2 роки тому +8

      We're working on it.

  • @momomadi2
    @momomadi2 Рік тому +3

    the only mass ai tutorial i can find is outdated ? yes it is

  • @spectrecular9721
    @spectrecular9721 Рік тому +8

    I'm using UE 5.3 and this code seems to be out of date... 😞
    For starters, *UMassProcessor* doesn't seem to have a *ConfigureQueries* or *Execute* function anymore.
    Closest I can find is *CallExecute* , which isn't virtual and takes in a *FMassEntityManager* instead.
    Any chance we can get an update for this?

    • @RomanTimm
      @RomanTimm 9 місяців тому

      actually I am in UE5.3 and I do see the Execute functions. For example you can take a look at the MassLookProcessors, the code is similar to what we have here. But for me the Execute doesn't work at all as well.

  • @AnAncient76
    @AnAncient76 2 роки тому +1

    So, this feature will be by default in the next versions of the engine?

  • @nikitacynic763
    @nikitacynic763 2 роки тому +7

    Omagaaaad
    I so love it!
    I’m a big fan of ECS approach on Unity(Entitas)
    So now I feel free to switch on ue5 completely🤔

  • @bendiba28
    @bendiba28 Рік тому +1

    Hi, Thx for the tuto. Any ideas on how to get those recordable on Take Recorder please?

  • @kenji777pl
    @kenji777pl 2 роки тому +1

    In function Execute after update first argument is FMassEntityManager& EntityManager not UMassEntitySubsystem. Also I did everything like in video but mine Context is full of nulls. Where I should look for issue

  • @trardac
    @trardac 2 роки тому +1

    5:00 When are you going to talk about zone graph then?

  • @LoongKinGame
    @LoongKinGame 8 місяців тому +1

    The biggest selling point of Unreal Engine is its ability to utilize Blueprints. However, functionalities like generating Mass AI cannot be achieved without using C++.

  • @slawoooo9255
    @slawoooo9255 2 роки тому +2

    Can you make tool like geometry nodes in Blender?

  • @nikwalz3429
    @nikwalz3429 8 місяців тому

    Can we have this as a sample project to download somewhere?

  • @yogsothoth00
    @yogsothoth00 10 місяців тому

    Why didn't they go full SOA ? The fragment as the array element means we can't use SIMD to process attributes?

  • @cupsster1
    @cupsster1 2 роки тому +5

    @UnrealEngine @MieszkoZielinski Please provide link for example project with little dudes to tear apart and learn.. :) Was waiting for proper ECS in UE for quite some time, now I can make my dream game true!

  • @momomadi2
    @momomadi2 2 роки тому +1

    were i can see gdc talk dilution of motion ?

  • @krisitof3
    @krisitof3 2 роки тому +2

    How did you pass per instance custom render data to the entities? (like the parameters that drive the animation shader)
    I can't find anything on how I should approach this, tried a processor that iterates over FMassInstancedStaticMeshInfo-s but no luck so far

    • @kindofkind
      @kindofkind 6 місяців тому

      Greetings! Is there any chance that you have sorted out this problem? I would like to pass some custom data into an entity's material, too...

  • @RomanTimm
    @RomanTimm 9 місяців тому +1

    Has anyone else encountered an issue that the SimpleRandomMovementProcessor isn't executing at all? I added logs in the Config and Constructor functions, and they indeed are called several times, but the executor isn't. Any ideas?

    • @unreolog8699
      @unreolog8699 9 місяців тому +2

      I found the solution on the Epic forum. You need to add an extra line to finish registration:
      EntityQuery.RegisterWithProcessor(*this);
      It works for me
      void UXXXXProcessor::ConfigureQueries()
      {
      EntityQuery.AddRequirement(EMassFragmentAccess::ReadWrite);
      EntityQuery.RegisterWithProcessor(*this);
      }

  • @marekpedzinski9496
    @marekpedzinski9496 Рік тому +1

    But what about multiplayer? I don't see spawned elements on the client. After packaging game I don't see them too, even on singleplayer. When I play game from editor I see them on server and standalone only.

    • @DyMoKen
      @DyMoKen Рік тому

      I guess, you forgot to replace Debug visualization, which is used for editor only.

    • @marekpedzinski9496
      @marekpedzinski9496 Рік тому

      ​@@DyMoKen Thx, now it works on standalone and server after packaging but not at clients. Probably I need config some traits. I tried MassReplicationTrait and different settings but at the client i don't see anything. Any ideas?

  • @brunskiy
    @brunskiy 9 місяців тому

    Thanks for your lesson. Excellent presentation. :)

  • @henndawg42069
    @henndawg42069 2 роки тому

    Hi! Is there a way to get a list of what processors will run on an entity config, either through code or in the editor UI (preferably this :))?

  • @arsalino1116
    @arsalino1116 Рік тому

    So is there no way to have a skeletalmesh? do we have to bake all animation into the material?

  • @emptybruh
    @emptybruh Рік тому

    Hey, few questions, does multiplayer work with these, can it be used alongside non data oriented stuff?

  • @王骋-u6p
    @王骋-u6p 2 місяці тому

    FMassFragment is now missing in UE5.4

  • @poopityscooper2116
    @poopityscooper2116 2 роки тому +1

    The unedited BasicTrait C++ file assigned to the Data Asset crashes Unreal every single time.

  • @joantonio6331
    @joantonio6331 2 роки тому +2

    How do you get that FMassFragment? I get an error when I try to implement it

    • @mariopalmero2606
      @mariopalmero2606 2 роки тому +1

      Have you included the plugins and the modules? Have you added the dependancies in your Build.cs file?

    • @joantonio6331
      @joantonio6331 2 роки тому

      @@mariopalmero2606 I had a blueprint project that I added the C++ code that turned it into a C++ project and added the plugins they required in that video
      When I directly call FMassFragment, it is working but not when I parent it like they did

    • @RaedAbbas
      @RaedAbbas 2 роки тому +2

      @@mariopalmero2606 Have they mentioned dependencies in the video? Only the plugins were mentioned!

    • @timtaotao
      @timtaotao 2 роки тому +1

      Have you sorted this problem out?

    • @joantonio6331
      @joantonio6331 2 роки тому +1

      @@RaedAbbas Yes I sorted that out, my guess is that most of those who makes the videos assume you have a solid knowledge of C++. Now I got everything working, even managed to spawn 15k AI doing their own things

  • @bbc3081
    @bbc3081 Рік тому

    where can i get the project?

  • @mohammadalimadadi6389
    @mohammadalimadadi6389 7 місяців тому

    can i use this with Dynamic NavMesh (Invoker) instead ZoneGraphs ?

  • @_SkyDancer
    @_SkyDancer Рік тому

    So basically all this system is for static objects only right? You can't use this system in some multiplayer game to spawn like, 500 characters and replicate all of them using server?

  • @sambarranco3424
    @sambarranco3424 2 роки тому +4

    With all the steps followed up to ua-cam.com/video/f9q8A-9DvPo/v-deo.html including ticking the Auto Spawn on begin play I don't see anything in the editor

    • @ReArNiDcOM
      @ReArNiDcOM 8 місяців тому +1

      I am having the same issue. Is this tutorial outdated?

  • @germantrovato868
    @germantrovato868 Рік тому

    it gives me errors in the compilation...but not knowing much about programming i don't know how to correct.

  • @DevGods
    @DevGods Рік тому +1

    You guys should take something else out of unity's book and release these examples so we can play with them and break them. If there are examples the links should be provided!!

  • @dhruvjoshi6035
    @dhruvjoshi6035 2 роки тому +5

    I have to say this: Documentation is not enough sometimes it's required tutorial. I think unreal engine have to come with employees who can explain every single features on unreal engine 5 on real projects like a professional on Multiplayer games or Film and animation etc. Sometimes it's happens I am stock on perticular thing for many hours.

  • @codymccarty9327
    @codymccarty9327 11 місяців тому

    This is kinda how Rare did sails and floating barrels in Sea of Thieves.

  • @focotaku
    @focotaku 8 місяців тому

    The first slide says “Mario Palermo”, but I think his name is Mario Palmero 😅 Mario Palmero Pavon.

  • @Navhkrin
    @Navhkrin 2 роки тому

    What is the advantage of seperating traits and fragments? Why don't we just directly add fragments to entities? I don't see what is the advantage we are getting from having that additional layer.

    • @viperdkue5
      @viperdkue5 2 роки тому +1

      They try to keep the data low so its fits in L1-L3 cache, run it on all entities and move on to the next fragment/trait, for maximum speed.

  • @cgkrab
    @cgkrab 2 роки тому +2

    Nice :D think we will ever see texture-driven displacement with nanite? RIP tessellation

  • @Drakuba
    @Drakuba Рік тому

    cool, i can only hope it will get adopted to blueprints as im not planning to learn c untill i master programming blueprints first. Still, good this exist

  • @zeon3d755
    @zeon3d755 2 роки тому

    Would it be possible to create zombies which can damage players and also take damage?

  • @yingyingyang4708
    @yingyingyang4708 2 роки тому +1

    Pleeeeeease make a tutorial about zone shape and traffic system.😭

    • @viperdkue5
      @viperdkue5 2 роки тому +1

      I made a tutorial about getting Mass Crowd AI working in any project
      ua-cam.com/video/bVvYn7dEqMA/v-deo.html
      Working on a MassTraffic tutorial atm.

  • @rksreepansh
    @rksreepansh 2 роки тому +1

    I m not a computer guy,but can anyone explain what is these?❤️

  • @stepanshnder1850
    @stepanshnder1850 Рік тому

    I can use this un Blueprint???

  • @focotaku
    @focotaku 8 місяців тому +1

    “our tar jet” 🙉

  • @swait239
    @swait239 2 роки тому +3

    Would maybe help to start the demo by showing how to initialize project with sample content. Even starting with the template wizard to show how the project was created would be nice.

  • @BillyViBritannia
    @BillyViBritannia Рік тому

    Does anyone know if this works on mobile?

  • @joantonio6331
    @joantonio6331 2 роки тому +1

    It was confusing at first, especially from the blueprint guys... But now after perseverance and the will to understand C++, I love it and moved my project to C++

  • @joantonio6331
    @joantonio6331 2 роки тому

    I do not have time to wait for them to make it available in blueprint, I will create a C++ module

  • @JeremySwigart
    @JeremySwigart 2 роки тому +2

    Basically Unreal version of Unity DOTS

    • @adamodimattia
      @adamodimattia 2 роки тому +9

      But it's ready :) The one thing that kept me using unity was the hope for dots... and now I will have it in Unreal just like so.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 роки тому

      @@adamodimattia The same here

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 роки тому

      But the job system and burst compile are also attractive to me

    • @KeinZantezuken
      @KeinZantezuken 2 роки тому +1

      @@adamodimattia It isnt "ready", it literally says "Experimental". DOTS was released into 1.0 by Unity at the end of 2021

    • @adamodimattia
      @adamodimattia 2 роки тому +3

      @@KeinZantezuken incorrect, entities in dots was just about a month ago released in 0.5 version and 1.0 will come no sooner than next year and it will not be backwards compatible with the current 0.50 version. Unreal ecs may be experimental but I would assume it is already safer and more usable than Unity ecs. It is funny that over the last 4 yrs they have been developing it at Unity, everyone waiting for it me included and now Unreal 5 just has it without announcing anything beforehand :)

  • @stefdevs
    @stefdevs 2 роки тому +3

    Why in the world is this called "Mass"?

    • @theytittylyrics
      @theytittylyrics 2 роки тому +3

      Because it can process masses of entities

  • @venger5705
    @venger5705 2 роки тому

    So good you guys!

  • @sergeimikhailov8806
    @sergeimikhailov8806 2 роки тому +3

    R.I.P Unity DOTS. Apr 26, 2022

  • @myelinsheathxd
    @myelinsheathxd 2 роки тому +3

    Amazing though!
    That great to see ECS in the engine. Although it's not good idea to fully integrate the game on it now. Better use a custom engine. But Nice to see these features

  • @vadimyantbelidze3026
    @vadimyantbelidze3026 2 роки тому

    Will this be used in Lego Metaverse?

  • @KarkleM
    @KarkleM 2 роки тому

    Awesome!!!

  • @edgargavidia7492
    @edgargavidia7492 2 роки тому

    Motor Grafico-Sensei

  • @LudvikKoutnyArt
    @LudvikKoutnyArt 2 роки тому +5

    This is just amazing. It's hilarious how Unity is flapping around in the dirt of their DOTS system for several years now and they just managed to call their version 0.5, while Epic pretty much got it right on the first try :)

    • @zazay98
      @zazay98 2 роки тому +1

      It’s pretty easy to copy

    • @TuberTugger
      @TuberTugger 2 роки тому +1

      It's hilarious that it has taken older car manufacturers decades to get to today's models. And new car companies do it right away!

    • @LudvikKoutnyArt
      @LudvikKoutnyArt 2 роки тому

      @@TuberTugger ECS software pattern was already known and quite well explored before Unity presented their initial prototype nearly 5 years ago. Now, nearly 5 years later, they failed the bring it to a production ready state and still call it "0.5" version. Epic on the other hand started much later and already ships quite usable version.
      Snarky comments are fine. I posted one as well after all, but you need to have your facts straight beforehand, otherwise you just embarrass yourself. :)

    • @TuberTugger
      @TuberTugger 2 роки тому +1

      @@LudvikKoutnyArt Lol. You just said the same thing again. You didn't embarrass anyone but yourself.

  • @austinbryan6759
    @austinbryan6759 2 роки тому

    Kingdom hearts 4 battle of 10,000 heartless here we come

  • @koffeekage
    @koffeekage 2 роки тому +2

    I just want a city sim with millions of real citizens.

    • @Miechu0
      @Miechu0 2 роки тому +3

      That's coming in 5.1 ;)

    • @jasonruff1270
      @jasonruff1270 2 роки тому

      @@Miechu0 really?

    • @Miechu0
      @Miechu0 2 роки тому +2

      @@jasonruff1270 I winked! Although that's our long-term goal.

    • @jasonruff1270
      @jasonruff1270 2 роки тому

      @@Miechu0 what is your take on having large numbers of machine learning AI?

    • @Miechu0
      @Miechu0 2 роки тому +1

      @@jasonruff1270 it heavily depends on what you mean exactly. There's so many pitfalls, disclaimers and hardware limitations!

  • @megatu1915
    @megatu1915 2 роки тому +4

    Nice use of different terminology xD just say ECS

    • @damaomiX
      @damaomiX 2 роки тому

      No, it is modified.

    • @Miechu0
      @Miechu0 2 роки тому +1

      It's EFP :P

    • @TheEraindil
      @TheEraindil 2 роки тому

      @@Miechu0 Entity Fomponent Pystem?

    • @Miechu0
      @Miechu0 2 роки тому

      @@TheEraindil Entity Fragment Processor, but I like yours even more ;)

  • @billjeason6635
    @billjeason6635 2 роки тому

    Well,I don`t want using graph to replace to c++ code because the node graph is very difficult to manage expecially a big Project.The blueprint should be simple and fast iteration and the Engine C++ code should be easy to extendable.I hope the hold Engine Source Code Be rewrite for a better Structure for feature

  • @flyingtruck5301
    @flyingtruck5301 2 роки тому +1

    2nd (wonderful news btw.)

  • @digitalmimesislab7240
    @digitalmimesislab7240 2 роки тому +13

    While Unity has spent years to develop DOTS,boom! Unreal releases their DOTS suddenly.

    • @KeinZantezuken
      @KeinZantezuken 2 роки тому +3

      DOTS has been released a while back in 2021. And what makes you think Unreal's one is complete (literally says Experimental) and it took them less time? UE5 has been long time in dev.

    • @theytittylyrics
      @theytittylyrics 2 роки тому +5

      Do you realize that DOTS is way different to Mass? Mass is only a part of the engine which allows you to do some parts of your game with ECS. DOTS is a major change to Unity which allows you to completely write your game with it. These two technologies can't be compared.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 роки тому +2

      @@theytittylyrics But essentially the work both ecs do is reducing cache miss. Now unreal is able to do that. Not to mention nanite and lumen and double float precision system. So my main point is that Unity improves it self much slower than Unreal.

    • @theytittylyrics
      @theytittylyrics 2 роки тому

      @@digitalmimesislab7240 Unreal is able to do that but Unity does it much more effenciently if you use only DOTS since pretty much everything there in the engine is stored data-driven, which isn't the case with Unity.

    • @digitalmimesislab7240
      @digitalmimesislab7240 2 роки тому

      @@theytittylyrics Maybe, i hope.

  • @zeon3d755
    @zeon3d755 2 роки тому +1

    The whole video was done pronouncing target as "tarjet"? lol ... beside that good stuffs.

  • @justlama0
    @justlama0 2 роки тому +3

    can you guys pls buy Unity and rewrite all their engine? :)

  • @Huguito
    @Huguito 2 роки тому +2

    Make the Matrix Demo available for PC please!! I love the nanite technology and realism in the demo ❤

    • @cellardoor9882
      @cellardoor9882 2 роки тому +4

      I thought it's already available?

    • @tony6795
      @tony6795 2 роки тому +6

      It's already available for PC.

    • @CyberWolf755
      @CyberWolf755 2 роки тому +1

      it is available for a couple of days. If you just want a built version and not the projects, search around discord or twitter and you will find community builds of the Matrix demo that you can just download and play.

    • @omegablast2002
      @omegablast2002 2 роки тому +3

      it is...its called city sample

    • @Huguito
      @Huguito 2 роки тому

      @@omegablast2002 thanks

  • @jasonruff1270
    @jasonruff1270 2 роки тому

    I want massive amounts of machine learning AI

  • @tatoforever
    @tatoforever 2 роки тому +1

    Oh my, Unreal overtaking the ECS frameworks and tools. Unity don't like this! :V

  • @utkarshshukla
    @utkarshshukla 2 роки тому +2

    Simple ECS framework ..

  • @Energy0124HK
    @Energy0124HK 2 роки тому

    Last!

  • @dannyf21
    @dannyf21 2 роки тому +1

    1st

  • @oguzhankaya9156
    @oguzhankaya9156 2 роки тому

    UE5.0.1 MacOS Water and Landmass Plugin issue. Reminding.

  • @grzegorzciach3276
    @grzegorzciach3276 2 роки тому

    Everything builds nicely: but when I try to run it on UE5.1 I get this error:
    Assertion failed: ExecutionContext.ExecutionType == ExpectedContextType && (ExpectedContextType == EMassExecutionContextType::Local || bRegistered) [File:D:\build\++UE5\Sync\Engine\Plugins\Runtime\MassEntity\Source\MassEntity\Private\MassEntityQuery.cpp] [Line: 154] ExecutionContextType mismatch, make sure all the queries run as part of processor execution are registered with some processor with a FMassEntityQuery::RegisterWithProcessor call
    UnrealEditor_MassEntity
    UnrealEditor_SadesECS!USimpleRandomMovementProcessor::Execute() [C:\Users\greg\Documents\Unreal Projects\SadesECS\Source\SadesECS\SimpleRandomMovementProcessor.cpp:24]
    UnrealEditor_MassEntity
    Any idea how to fix it?

    • @mohamedibrahim2417
      @mohamedibrahim2417 2 роки тому

      Hi man I have the same problem, did you manage to fix it ?

    • @grzegorzciach3276
      @grzegorzciach3276 2 роки тому +2

      @@mohamedibrahim2417 i did - big chunk of it was upgrading to 5.1 and adding a couple of things to the build file. There's a mass ai github sample project, it should point you in the right direction - I'll try to dig it up later and share with you. DM me.

    • @klobodnf
      @klobodnf Рік тому +7

      UE5.1 Version You Must Add EntityQuery.RegisterWithProcessor(*this); In ConfigureQueries Function

    • @thegeekrelief
      @thegeekrelief Рік тому +1

      @@klobodnf This should be its own comment. I wasted hours figuring out what was wrong until I looked at the the Mass Community Sample.

    • @SamuelB-
      @SamuelB- Рік тому

      @@klobodnf This was the missing piece, its absolutely mind boggling that this is not documented by Epic.