Been keeping my eye on this project for a little while. I would like to contribute by doing some blueprints… i’m new to unreal but have been using visual programming before and looking for a way to get some insight to the rts blueprints.
After trying various methods for construction,I think the best way for doign it is to define separate ConstructionProxy for each building. This gives maximum flexibility. Reading stuff from text files and using it for proxy setup is good for modding but has a lot of restrictions. If we change/add new parameters, the text file become obsolete. Also all the buildings must follow the same construction logic.
However if we define separate proxy BP for each building and specify which to use within the building class, we get alot of advantages. In most of the cases, all you need is to extend the MultiStageConstructionProxy BP and change its default values whcih define the various stages. But if you fancy it, you can override the functions (I will tell you which in a detailed tutorial soon) to get any kind of effect you want. For instance you can adjsut material properties along with the mesh change. Or use procedural stuff suing CustomMesh…
I am working on the tutorial as we speak and am also adding more detailed comments. I will push both into git within a week.
Have you a better idea of the style and faction you want? On Trello you say temporary assets until you have a better idea on that. It’s will be hard to find any good artist before that decision is took
Is it okay if we use your template as a foundation to build our game? I wanted to clear that with you first.
The second question I had was this: Are you planning on updating the template on github as the community project goes on? That way those of us, who would like to learn and use the template with the construction and everything to help better their projects?
The last question I had was about participating in the Community Project. I would love to help out with modeling, but I must admit that I am a near absolute beginner when it comes to anything but some practice and there. I would love to take part, not only to learn to make my own projects better, but to work on something with the community and better my skills.
Thanks for taking the time to read this, I look forward to hearing from you!
Yes they are going to update the template as the project goes on.
Yes you can contribute to modeling as you have seen what they have so far are beginner models, as the most active people are primarily programmers. Anyways those models can be used as placeholders.
As for using the template as a foundation to build your game i’m not sure but i think that was the intention of making this community project, so everyone could use it and learn from it.
Also once i finish the project i’m working on right now (which will take a while) i plan on joining this project and helping out with art.
Feel free to use this template as foundation for your game. You can download this and see how everything is done and create your own game based on this.
My request is if you are creating a game based on this template then it’ll be really great if you credit the UE4 Community somewhere in your website or product.
Great . Its great to have you on board.
Hi ,
Welcome aboard mate. We would really like to have some models for this project so lets start!
Welcome C3D, you can also check the previous models floating around in this thread to get an idea.
I said i could probably show a video at the end of this week, well turns out i can’t.
Today i decided to throw out what i had because eventually it wouldn’t work. I’ve been improving some existing things today and making things more (or less) organised.
I’ve got two questions;
are we moving up to 4.5(.1)? For UMG mostly i think?
and would it be ok if we use 's plugin? So far i’ve found 2 uses for it and there will probably be more.
nice project! I’m planning to do some RTS tests with UE4, so I have some questions to you:
is the navmesh pathfinder effective enough when there are many moving units, especially in case of long distance searches?
is there an approximate max number of playable units you can determine, and what do you see as the main performance bottleneck (pathfinding/character animation/physics/…)?
wouldn’t it be possible to auto create the navmesh boundaries by a blueprint based on terrain size?
what I don’t see is AI related stuff, e.g. terrain analysis/decomposition, so how do you plan to resolve CPU player decision making (building placement positioning, attack/defence coordination, and related economical tasks)? e.g. use the navmesh volumes as triggers?
currently I’m developing my RTS battle system with another game engine as a hobbyist (thus no town building, only ancient/medieval units moving/fighting in formations, using my own hierarchical pathfinder, looks like this: .youtube.com/?v=g7dPzT2ZEm4), but I’m exploring UE4 too to get more quality.
maybe I’ll use your project as a test bed, and can contribute something…
The problem with the navmesh is that it starts building when you open the map, this isn’t any problem in the testmap but for example in Faycliff it takes quite some time (several minutes) to rebuild. When it’s rebuilding your units won’t move since there is no navmesh available. I haven’t tested pathfinding with many moving units and long distance searches and I don’t know the max number of playable units. Currently the bottleneck is probably the character, we’re using Character as base class for a simple unit. This class is way too heavy for what our units will be doing. My point is, what we’re currently doing with AI and pathfinding is just temporary until someone comes up with a viable solution. I’m not sure about creating navmesh volumes with blueprints, i think that isn’t possible. Please use this as a test bed, i can’t wait to see what you come up with!
As far as i know there is no name yet, and welcome to the project!
If you’re looking for something to do, how about designing the HUD. With 4.5 we can finally use UMG so it’s about time we started working on the UI.