So far pretty much nothing in Mass is exposed to BP except for Mass Agents/actor pooling. It's definitely primarily intended to be used by C++ programmers but I don't see why it can't be exposed to BP to an extent. Full on BP ticking would kind of defeat the purpose so it would likely be limited to event-ish gameplay code.
[x] Spawning arbitrary entities from Entity Configs
[x] Basic core fragment changes (transform, force etc)
For the future...
[x] BP-able processors (maybe just observers for perf reasons?)
[x] Query config
[ ] Multiple queries
[x] Processor/phase setup
[ ] Deferred actions
[x] Arbitrary fragments get/set
[ ] Shared fragments
[ ] Arbitrary tags get/set
Perhaps some more random extra module-specific functionality if it ever seems useful.
So far pretty much nothing in Mass is exposed to BP except for Mass Agents/actor pooling. It's definitely primarily intended to be used by C++ programmers but I don't see why it can't be exposed to BP to an extent. Full on BP ticking would kind of defeat the purpose so it would likely be limited to event-ish gameplay code.
For the future...
[x] BP-able processors (maybe just observers for perf reasons?)
[x] Arbitrary fragments get/set
[ ] Arbitrary tags get/set
Perhaps some more random extra module-specific functionality if it ever seems useful.