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
- Restart the editor after installing or enabling the plugin.
- Enable plugin content in the Content Browser.
- Open
Pioneer/Core/Maps/L_DemoMapto verify the core setup. - Open
RTSMassBattle/Maps/L_MassBattleDemoto verify the combat update sample. - Open
TopDownZombieShooter/Maps/L_TDZS_DemoMapto verify the Actor-Mass Bridge sample.
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 utilitiesPioneer/Units- combat-ready Mass unit examplesRTSMassBattle- RTS battle sample module contentTopDownZombieShooter- 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