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Installation

After installing the plugin, confirm the required Unreal plugins are available in your project. Once the setup is in place, you can open the included maps and see the core systems running before wiring Pioneer into your own game.

CommonUI is normally enabled automatically by the plugin descriptor, but you can enable it manually if your project does not load it.

Required Plugins​

Pioneer uses:

  • CommonUI
  • Niagara
  • Editor Scripting Utilities
  • Unreal Mass Entity module

The included sample modules also use Enhanced Input, UMG, AI, and Navigation features from Unreal Engine.

Configuration​

Add the following configuration to your project if it is not already present.

DefaultGame.ini​

[/Script/CommonInput.CommonInputSettings]
bEnableDefaultInputConfig=False
InputData=/Pioneer/Pioneer/Core/Input/CUI_InputData.CUI_InputData_C

DefaultEngine.ini​

[/Script/Engine.Engine]
GameViewportClientClassName=/Script/CommonUI.CommonGameViewportClient

[/Script/Engine.CollisionProfile]
+Profiles=(Name="MassCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="MassObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="MassTrace")),HelpMessage="Capsule of a mass actor")
+Profiles=(Name="StationaryMassCapsule",CollisionEnabled=QueryOnly,bCanModify=True,ObjectTypeName="MassObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore),(Channel="MassTrace")),HelpMessage="Capsule of a stationary mass actor")
+Profiles=(Name="MassMeshComponent",CollisionEnabled=NoCollision,bCanModify=True,ObjectTypeName="MassObject",CustomResponses=((Channel="WorldStatic",Response=ECR_Ignore),(Channel="WorldDynamic",Response=ECR_Ignore),(Channel="Pawn",Response=ECR_Ignore),(Channel="Visibility",Response=ECR_Ignore),(Channel="Camera",Response=ECR_Ignore),(Channel="PhysicsBody",Response=ECR_Ignore),(Channel="Vehicle",Response=ECR_Ignore),(Channel="Destructible",Response=ECR_Ignore)),HelpMessage="Mesh Component of Mass Actors")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="MassObject")
+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="MassTrace")

[/Script/NavigationSystem.NavigationSystemV1]
DataGatheringMode=Lazy

[/Script/NavigationSystem.RecastNavMesh]
RuntimeGeneration=Dynamic

First Launch​

  1. Restart the editor after installing or enabling the plugin.
  2. Enable plugin content in the Content Browser.
  3. Open Pioneer/Core/Maps/L_DemoMap to verify the core setup.
  4. Open RTSMassBattle/Maps/L_MassBattleDemo to verify the combat update sample.
  5. Open TopDownZombieShooter/Maps/L_TDZS_DemoMap to verify the Actor-Mass Bridge sample.
note

The sample maps require a valid navigation mesh. If units do not move or engage correctly, rebuild paths and confirm the navmesh covers the playable area.

Main Content Locations​

  • Pioneer/Core - core maps, input, Mass configs, materials, UI, and editor utilities
  • Pioneer/Units - combat-ready Mass unit examples
  • RTSMassBattle - RTS battle sample module content
  • TopDownZombieShooter - top-down shooter sample module content

Common Issues​

Plugin content does not appear​

Enable plugin content in the Content Browser view options.

CommonUI input does not work​

Confirm the DefaultGame.ini CommonInput settings and DefaultEngine.ini viewport client setting are present.

Units do not move​

Confirm the navmesh is built, the target location is on navmesh, and the unit config includes Movement Trait.

Selection or Mass traces do not work​

Confirm the collision profiles and MassObject / MassTrace channels from DefaultEngine.ini were added.

Combat does not start​

Confirm units have Unit Attributes Trait, valid team IDs, and hostile targets. For ranged units, confirm Ranged Attack Trait and line-of-sight settings.

Getting Help​

If you have questions, ask in the Discord server: https://discord.com/invite/uMKThEBvDJ