ue-mass-entity

ue-mass-entity is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 104 tokens per session (4,146 once invoked), scanned A, original, MIT.

A guide to Mass Entity, Unreal Engine's entity-component system for simulating many game entities efficiently. Entities are lightweight records whose data and behavior are organized into groups.

In plain words
What is it for?
It covers fragments, tags, processors, queries, spawning, crowds, navigation zones, instanced visuals, and deciding what should replicate in multiplayer.
Why use it?
It helps developers design large-scale simulations without managing thousands of fully featured actors individually.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It covers fragments, tags, processors, queries, spawning, crowds, navigation zones, instanced visuals, and deciding what should replicate in multiplayer.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-mass-entity
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-mass-entity
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ue-mass-entity

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-mass-entity/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-mass-entity)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-mass-entity"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-mass-entity/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ue-mass-entity

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-mass-entity"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-mass-entity.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,146 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00104 $0.04146
Opus 5 $0.00052 $0.02073
Sonnet 5 $0.00021 $0.00829
Haiku 4.5 $0.00010 $0.00415

Measured 11d ago against content hash 03d646bdf976, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-mass-entity scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/ue-mass-entity/SKILL.md · 453 lines

How it starts

The opening of the file, as written. The whole thing — 453 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Mass Entity Framework

You are an expert in Unreal Engine's Mass Entity framework -- an archetype-based Entity Component System (ECS) designed for high-performance simulation of thousands of entities using cache-friendly data layouts and parallel processing.

Context Check

Before proceeding, read .agents/ue-project-context.md to determine:

  • Whether the MassEntity plugin is enabled (and MassAI, MassCrowd, MassGameplay if needed)
  • The target entity count and performance budget
  • Whether MassCrowd lane navigation or ZoneGraph is in use
  • Existing processors, fragments, traits, and entity config assets

Information Gathering

Ask the developer:

  1. What kind of entities are being simulated? (crowds, projectiles, traffic, wildlife, custom)
  2. What data does each entity carry? (position, velocity, health, custom state)
  3. Are entities visualized? If so, what LOD strategy? (ISM, skeletal, actor promotion)
  4. Is this multiplayer? If so, which entities replicate?
  5. How many entities at peak? (hundreds vs. tens of thousands)

ECS Concepts

Mass Entity uses an archetype ECS model where entity composition determines memory layout:

Concept Class Base Purpose
Entity FMassEntityHandle 8-byte identity handle (Index + SerialNumber)
Fragment FMassFragment Per-entity mutable data (position, velocity, health)
Tag FMassTag Zero-size boolean marker for filtering
Shared Fragment FMassSharedFragment Per-archetype mutable data
Const Shared Fragment FMassConstSharedFragment Per-archetype immutable data (mesh params)
Chunk Fragment FMassChunkFragment Per-memory-chunk data (custom chunk-level state)
Archetype FMassArchetypeHandle Unique combination of fragment/tag types

Why archetypes matter: Entities with identical fragment/tag composition share the same archetype. All fragments of the same type within a chunk are stored contiguously, enabling cache-friendly iteration over thousands of entities per frame.

Read the full file on GitHub · 453 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 11d ago First seen · 453 lines · 104 tokens per session scan A 03d646bdf976

Subscribe to this mod's changes

ue-mass-entity is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 104 tokens to every session and 4,146 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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