测试与安全

ue-mass-entity

quodsoler/unrea…e-skills

Use when writing or debugging Mass Entity ECS code in Unreal Engine C++ — processors, queries, fragments, tags, observers, traits, spawning and large-scale agent simulation. Also use when the user mentions 'MassEntity', 'UMassProcessor', 'FMassEntityQuery', 'ForEachEntityChunk', 'FMassEntityManager', 'FMassFragment', 'FMassTag', 'FTransformFragment', 'UMassObserverProcessor', 'ObservedTypes', 'Defer', 'archetype', 'AMassSpawner', 'entity config asset', 'MassCrowd', 'ISM crowd', 'entity relations', or 'thousands of agents'. For State Tree behavior on entities, see ue-state-trees; for ZoneGraph and Smart Objects, see ue-ai-navigation; for thread-safety rules, see ue-async-threading.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-mass-entity

SKILL.md

UE Mass Entity

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Mass is an archetype Entity Component System for simulating thousands of agents with cache-friendly data layouts and multi-threaded processors. The core lives in the always-available runtime modules MassEntity and MassCore (plus MassSignals, MassEngine); gameplay-facing pieces (spawning, representation, movement, LOD, replication, actor bridging) come from the MassGameplay (Experimental in 5.8) plugin, and navigation/behavior from MassAI (Experimental in 5.8) and MassCrowd (Experimental in 5.8).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.