Thanks!
Apparently I forgot to mention that I am targeting to manage 400-500 units in a game level (I will extend the 1st post with some more info).
Currently only the individual unit system works, which has both a GPU and game thread CPU limit on my old laptop, in case of 400 units continuously moving and visible on screen the FPS falls below 30. If some of them are idle or out of screen FPS goes higher. The group formation system is under porting to UE4, spawning works, but the update will only be ready in the beginning of May. It will produce more optimized unit control, movement, and pathfinding, thus more intelligent behavior beside better performance!
What the system outputs for unit actors is a “move to desired target” behavior, so there is no any real AI stuff now. There will be options to create AI for unit and group level too, the latter one will be the preferred one and more optimized. It will definitely affect performance…
To use World Composition or something similar is a target indeed! There is a system established but very WIP to handle more levels loaded runtime with their own RTS map data, but I thought rather to use code for this level loading procedure from Rama’s plugin, and merge map data after loading the levels…