Need advice on grand strategy game development

I am thinking of using UE to create a grand strategy game similar to Victoria 3. In order to do so, I am currently learning UE C++. I would like to ask if anyone has any suggestions or advice on this matter.

Is Gameplay Ability System useful for making grand strategy games

For an RTS game, you will often use this hit cursor function (should be similar for cpp) used with function interface:

Having the proper resolution, a good tuto from ben.ui: Creating Resolution-independent UIs in Unreal Engine · ben🌱ui

Usually all/most widget should be in your player controller so that you can use for example Esc to close the last open widget(keep track of active ui as array).

Last thing, make sure to understand hard and soft reference as cpp load everything when the game start. Let say you have 10 different boat and you have directly set their mesh asset from their cpp file, they will get loaded when the game start.
While a bp will only load when spawned/placed on the level map or via level streaming.
In short , any set asset file should usually be done in bp.

I don’t think “Gameplay Ability System” will be of great use in a RTS game, unless you are combining some sort of casting abilities like LoL.

Thank you. So, GAS is a system specifically designed to facilitate spellcasting abilities? Could you please enlighten me on the UE C++ systems utilized in strategy game development?