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Native data-driven ECS workflow for Unreal Engine

  • Supported Platforms
  • Supported Engine Versions
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

Take a look at our newest boid-infused teaser!

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


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

  • Entity – Subject
  • Component – Detail
  • System – Mechanic
  • A group of Systems – Mechanism
  • Archetype – Fingerprint
  • Chunk – Belt


We strongly believe in the profound data-driven workflow and use it in our own studio projects. That's why we created Apparatus. The story behind it is quite long of almost 1,5 years of research, active prototyping, development, profiling and tests. The first of its iterations were developed for a whole different technology stack, but after some long days and nights of work, we are thrilled to present it to you – the Unreal Engine Community!

The current sample project, while having quite a broad functionality scope, can be considered a basic demonstration of the technology and some more complex examples are due to come in the near future. The Apparatus itself is thoroughly tested and fully production-ready. Don't hesitate to contact us for any assistance possible as we strive do deliver the most comprehensive and feature-rich experience.


  • Custom cache-friendly memory model without Garbage Collection (GC) on USTRUCTs. Already prototyped and to be released in May.
  • Cross-platform benchmarking suite. May-June.
  • Thread-safe parallelism for non-structural mechanics. June+
  • Networking sample & utilities. July+


From Russia, Moscow and Chekhov cities with much ❤.

© 2019 – 2021 Vladislav Dmitrievich Turbanov

Technical Details


  • A complete Unreal Engine integration of the data-driven workflow. Both C++ and Blueprint development is supported.
  • Versatile detail-including and detail-excluding subject filtering in the mechanics.
  • Multiple details of the same type on a single subject are allowed. All of the available detail combinations are processed.
  • The detail types can be inherited for extra modularity and flexibility. Just create a common mechanics with a common ancestor in the filter.
  • Dedicated user experience touches for some clear reading, validation and overall ease of use.
  • Several performance optimizations: caching, fast bit-array lookups, manual belt assignment.
  • Thoroughly documented API with a dedicated manual.


  • ApparatusRuntime
  • ApparatusUncooked
  • ApparatusEditor


Number of C++ Classes: 26

Network Replicated: No (Network-Agnostic)

Supported Development Platforms: Windows, Linux, macOS

Supported Target Build Platforms: Windows, Linux, macOS, iOS, Android (Platform-Independent)

Documentation: Turbopedia, API Reference

Example Project: ApparatusPlatformer

Important/Additional Notes: For additional platforms (Consoles), please, compile from sources directly.