that has overlapped, the plugin is no longer in active development, as @TriNityGER already said that he could provide a working fork for us.
, i have looked at the error and get it compile succesfully by using.
instaed of:
ARTSFogOfWarActor* FogOfWarActor;
use:
class ARTSFogOfWarActor* FogOfWarActor;
Tested on UE4 20.3.
Hope this helps at this moment.
Thanks @MesherKnesher
I think my message will help the new ones who will read this. Download and install Visual Studio 17. Download plugin from Github. Download Unreal Engine 4 via Epic Launcher. Extract downloaded plugin. In source there will be .uproject file, click RMB on it and click Regenerate project files. Open .sln file via Visual Studio. Wait some time until everything loaded and find RTSMinimapWidget.h Click on it and look for ARTSFogOfWarActor* FogOfWarActor; Add class word in the beggining so it will look like - class ARTSFogOfWarActor* FogOfWarActor; save file. Now click F5 and wait until it compile. Close everything ad open uproject via LMB. That’s all.
Hey everyone,
just a quick update on this one - the plugin should now run fine up to Unreal Engine 4.21
I’m planning to put in a little more activity here again, but an upcoming release could demand much of my time. Stay tuned!
Best regards,
Nick
I have been waiting for 4.21 support for the RTS plugin.
Checking it out now
This is amazing! Great job!
Will 4.22 be also supported ?
New attack has been added. How to make medical units? And the damage of the selected unit under the cursor
Can anyone help me try to install the plugin to my editor? I’m having issues and have never added one before. So may need a step by step guide lmfao.
also does this plugin help with pathfinding AI by chance?
Multiplayer does not work, no way
On the Github site is a small instruction on how to install the plugin, literally just follow the steps. You will need Visual Studio, so this may also help… https://www.youtube.com/watch?v=IPDQ3pfgvcQ
I just came across this and have been trying to build it , But Im getting these errors
Whenever you experience any kind of these issues, please open an issue at GitHub - there’s a good chance we might be able to help you
Hey everyone,
I’m proud to announce the official release of version 1.0 of the plugin!
Changes include:
- better support for pre-placed actors (e.g. for building campaigns)
- basic support for AI players
- support for blueprint-only projects
- automated tests for improved stability
- greatly improved documentation
- cleaned the issue tracker of open issues and questions
There’s still so much more stuff to come, but I’m confident I can add those things without breaking anything too much.
So, in case you’ve been hesitant to take a look at this - now’s the time!
Have fun and thanks for all of your support over the past couple of years!
This looks great! Thank you for sharing
Downloading now. Thank you
Hey everyone,
we’ve just released version 1.1 of the plugin!
Here’s the official release notes:
New Features
- Added bounties to collect when killing actors.
- Added return value to BeginConstruction and BeginConstructionByIndex.
- Added OnConstructionFailed event for builders.
- Added range indicators, e.g. for building cursors.
- Added Damage, NoFog and Weak cheats.
- Added initial health property for construction sites.
- Added containable component for storing which actor an actor is contained by.
- Added container type gameplay tags for allowing multiple types of containers.
- Added actor death types, e.g. for playing death animations before destroying actors.
- Added health regeneration.
- Added having damaged damaged units blink on the minimap.
- Added ballistic trajectories for projectiles.
- Added area of effect damage.
- Added random projectile target locations.
- Added resource display names, icons and colors.
- Added setters to name, description, and portrait components.
- Added selection priorities.
- Added hover events for selectable actors.
- Added hiding actors covered by fog of war.
Improvements
- Significantly improved network performance by entirely simulating projectiles on client side.
Bug Fixes
- Correctly initializing current actor health from maximum health.
- Passing owning player as instigator for attacks, instead of the attacking pawn.
- Using correct attack index when attacking as actor with multiple attacks.
- Unloading all actors from killed containers.
- Killing the constructed actor instead of destroying it when canceling a construction, if possible (allowing it to show destruction effects).
- Correctly removing selection decals when selected actors are destroyed.
- Correctly raising OnHealthChanged events on clients.
- Preventing crash when calling IsSameTeamAsController without valid controller.
- No longer showing hidden actors on minimap.
As always, a huge thank you to all contributors!
Best regards,
Nick
Hey everyone,
great news again - we’ve just released version 1.2 of the plugin!
Here’s the official release notes again, for convenience:
New Features
- Added subgroups for selected actors (e.g. for tabbing through actor types).
- Added cached lists of actors owned by players.
- Added quickly selecting the same control group twice to focus the camera on it.
- Added saving and loading camera locations.
- Added projectile fire and impact sounds, unit spawn and death sounds, and construction finished sounds.
- Added server-side visibility states for actors.
- Added vision height levels and line of sight.
- Added grid-based building placement.
- Added more support for gameplay tags, with components that may provide gameplay tags for their owning actor, and a dedicated gameplay debugger category.
- Added rally points for production actors.
Improvements
- Significantly improved vision calculation performance by updating vision for actors that have moved onto new tiles, only.
Deprecation & Upgrade Notes
This release includes a major rework of the orders system, to provide for arbitrary custom orders in the future. The following parts of the plugin have changed, requiring you to upgrade your project before the next major release to prevent breaking changes:
- Add a RTSGameplayTagsComponent to resource sources in your project. The new orders system is deciding which orders are feasible for a specific actor mostly based on gameplay tags. As there’s a Gather order as well, that one will require resource sources to provide gameplay tags as well to stay feasible targets.
- Replace calls to ARTSPawnAIController::HasOrder by HasOrderByClass. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.
- Replace functions binding to the ARTSPawnAIController::OnOrderChanged event by OnCurrentOrderChanged. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.
As always, a huge thank you to all contributors!
Best regards,
Nick
I am loving this plugin and I am using it daily.
Keep up the amazing work!