It seems like there are still issues with this in basic UE4, see MoveTo task: How to move to player's location at any given location they are at - AI - Epic Developer Community Forums For now, I “fixed” it by raising the acceleration of the characters by a great deal, but I’m gonna review that in the future.
Thanks again for the warm words It’s always nice to hear how many people seem to remember out little game
Added #42 Resource Gathering](Resource Gathering · Issue #42 · npruehs/ue4-rts · GitHub) and #43 Construct Buildings](Construct Buildings · Issue #43 · npruehs/ue4-rts · GitHub) for this!
Added #44 Vehicle Support](Vehicle Support · Issue #44 · npruehs/ue4-rts · GitHub) and #45 Map Territories](Map Territories · Issue #45 · npruehs/ue4-rts · GitHub) for this!
I think those can be covered by Vehicle Support as well (see above). From a gameplay perspective, with vehicles in place, such as MG stand could be a (non-moving) vehicle that requires a “driver” to fire.
This is very gameplay-specific as well. I’d love to keep the plugin to the basics of RTS games, while being well-structured and extensible. For more specific gameplay, I’d refer to Gameplay Abilities, which have been developed by the Paragon team for similar features.
This is a UI task that’s specific to the game as well. Maybe I’m gonna add it to the sample game to illustrate how to do this.
Again, pretty game-specific, and there seem to be people out there who are much better in that than I am, just as you’ve shown
This one looks interesting, and shows me just like the other features above how different the RTS games are that both of us have in mind. Clearly, I’m thinking more of RTS games like WarCraft, StarCraft and Command & Conquer, which I’ve been playing for thousands of hours and I am most experienced at. However, I think a pretty basic yet flexible cover system could be added to the plugin, e.g. by providing CoverVolumes which can be dynamically spawned, if required. Added #46 Cover System](Cover System · Issue #46 · npruehs/ue4-rts · GitHub) for this.
I won’t take a closer look at improving replication or pathfinding until it becomes an issue. The thread you provide looks interesting, though. Will keep that one in mind!
In the meantime, I’ve implemented #4 Acquisition Radius](Acquisition Radius · Issue #4 · npruehs/ue4-rts · GitHub). Units will now automatically attack nearby enemies while idle, chase them, and return to their original position after leaving a certain radius.