@Ryanjon @
I got some free time yesterday and I tried a new camera technique. What I did now is create a new Pawn called ‘RTS_God’. I added a sphere, spring arm and a camera onto it. Then I made this Pawn the default Pawn.
An extra dvatange is I can setup mutliple camera pawns and simply posses them (if we want multiple camera movement styles).
Also instead of constatly checking if WASD is pressed, I defined Axis bindings for those and processsed them in the Pawn’s Event graph. This will help us a lot if we want use Gamepads or Mouse for moving camera.
Anyway, I won’t be pushing this to git since we already have a cmera in place. But if anyone want to implement a new camera, I foudn this to be very easy way. If you find any issues or have a better idea, let me know
I am interested in this. If this is better than the current method surely we need to implement this.
Hi all,
What do you think of the following?
Suggested (types of) branches:
Feature branches: 0…n - one for each ‘feature developer’
Merge-and-test branch: 1 - for merging and testing new features before pushing to the master branch
Master branch: 1 - for feature developers to pull from (to base their features on), and possibly to use for builds/releases
Hey this is a great idea. Although am waiting to hear from more Git experienced users like about this.
Hey Guys,
Looking awesome so far! Might I suggest that you guys make an explicit separation between the RTS engine itself and the RTS game you want to develop? A more generic RTS engine module with the actual game as a ‘sample project’ would be a lot more useful for the UE community than any specifically developed
For example, there’s little reason to specify resource types & behaviors on an engine level when it’s something that could be added dynamically based on a configuration file. You could also design around the common unit archetypes, such as stationary, walking, rolling, floating, and combine them with weapon classes such as melee, ranged, area of effect and indirect fire.
Not only would that make the project more useful to the community as a whole, it will also significantly improve the design of the engine.
You mean like a template? If so, then its easy to create a template from the current project right now and submit it to Marketplace. As the development progresses it might be hard to strip down all the features we implemented. If you are interested, feel free to download this project and make a template out of it.
By the way is a new video. I added the ability to spawn resources in editor using Blutility.
NOTE: Changes are not yet live.
https:///?v=RpyZx45dzqE