Hello Unreal Community,
I’ve got a lot of questions about c++ programming in Unreal Engine regarding my own first steps as well as the StrategyGame example and I would really appreciate it a lot if anyone could take the time to at least respond to a few of my questions. I really wanted to figure it all out on my own but after about two weeks of not understanding the engine at all I decided to ask you guys for help. Below are the questions. I know it’s quite a lot and I understand if you do not want to respond to them in a detailed fashion. It would help if you would respond with one word so I can do the googling. I am really motivated and not lazy so any help is appreciated and I am willing to do the research.
So I’ve got my SpecatorPawn and I want to move my Camera in an RTS style. I bind the function and move it with “AddMovementInput”. Unfortunately this only works after I select the spawned instance of my SpectatorPawn inside the editor. So what I do is I enter playmode and press w for moving forward. Nothing happens with my view but weirdly enough my actors position changes. After I select the SpectatorPawn inside the Editor and then go back into playmode the movement works like intended but it only works with the Input after I reentered. So although my position could be 3000 on an axis, a value like 3300 would only give me the effective location of 300.
Here (http://imgur.com/a/PohOM) you can see two screenshots. The first I zoomed out for like 1 sec and then tabbed out -> selected the pawn. And the second one I was scrolling for like 5 seconds before tabbing out and selecting it. Before selecting the pawn the Viewport view stays at 0/0/0. So I am essentially seeing grey until I select it and then move the camera.
Since I am trying to create an RTS game, do I really need AIController for every single unit?
Is my basic setup viable for an RTS? I am planning on handling Unit selection as well as movement commands inside my SpectatorPawn and having my Units as Pawns without Controllers. Or do I need to handle it inside my PlayerController? I was leaning more towards not handling it inside my PlayerController because I thought that you only need the Unit selection stuff if your SpectatorPawn exists. For every other scene like MainMenu where you do not have the SpectatorPawn you wouldn’t need that.
In Epic’s StrategyExample project you can see stuff like “Team” handled in an interface instead of a variable. What would be the advantage of checking an Actors Interface instead of one of his Variables which might as well contain a team reference?
I am also planning on having a “SelectedUnits” List inside my PlayerController for multiple selection and movement. Is this the best approach?
My attached camera always starts at 0/0/0 world cords. If I move up my playerstart it changes the Actors position but the camera gets a local offset so it ends up being at 0/0/0 again.
I’ve got plenty more questions but I don’t want to be lazy and annoy you all with my stupidity
Thank you for your help and excuse my sloppy English (foreigner)
PS: No idea how to
in this forum