By | January 17, 2026

Built to last, designed to deliver.

Take a look at our newest interactive Shoot’em-Up Stress Test Demo.

Our multi-threaded 100 000 Paper Planes Demo.

Have you dreamt about developing your Unreal games ECS-style? The data-driven workflow has finally arrived to Unreal Engine in its full versatile glory. Introducing – the Apparatus!

How fast is it?

Yes. All sorts of optimizations, lookups, packing and caching are used. The Blueprint frontend is pushed to the limits with of what can be achieved within UE’s VM. C++ base is 90% header-only for the most performant compiler output. With the current feature-set implemented, we don’t even know what else to improve performance-wise. Maybe we’ll introduce more faster-less-safe APIs in the future and provide additional iterating contexts.

Is this some kind of experimental package. How stable is the codebase?

The tool has already passed quite some iterations and is regularly being tested with our own automation suite and projects. Consider it utterly ready for production. Feel challenged to find any behavioral issues within our runtime, please.

Is multi-threading supported?

The implementation contains a unique and profound concurrent processing support and is effectively parallelized via tasks. Topology-changing operations are compatible through the deferring .

Is it Network-Replicated?

The framework is network-ready. Our tech already provides the necessary means for exchanging the data between the entities in a robust and secure way.

TERMINOLOGY

We provide all of the ECS idioms and even more. Being unambiguous and self-sustained, the framework uses its own naming scheme. Here is the list of the analogs:

Entity – Subject(tive)

Component – Trait, Detail

System – Mechanic

Archetype – Fingerprint

Query – Filter

Chunk – Belt, Chunk

Downloads: show love to dev by purchasing if you can afford it

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Filename:Apparatus v1.23.13 UE5.5 vfxMed.rar

Official Discord : https://discord.gg/M2kqB4M9tG

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