Heh, I wish. It’s never that easy; we need to minimally
Merge It
Test It
Document It
Additionally the problem is that the solution provided is incomplete. What’s provided is awesome and it’s fine for a helpful bit of code on the forums to unblock some users, but it’s missing these vital completeness factors,
Address cooking/deployment. (Probably also involving some kind of editor UI / Editor Import step)
Fixing it so you don’t need custom assets to be made for each platform using custom 3rd party tools.
We could probably live without 2, but 1 is pretty much a must have.
Additionally if you’re good enough to use the C++ as is, even if it was integrated by us, you don’t need us to integrate it. It makes your life easier, but at the end of the day it would never stop you from making your game because you can just as easily merge the code yourself. Without us doing 1/1+2 though, it would definitely stop someone who doesn’t have the skills needed to integrate or even use the C++ code, even if we integrated it.
Like said, we want to add the support but we need the Demand, Complexity, Resource and Value equation to be balanced to bang it out as an officially supported thing. Which may happen soon, but probably not tomorrow.
In a RTS the cursor is usually used to indicate what actions the currently selected units can do, based on where the mouse hovers. So the cursor tells the player “they can walk here”, “they can attack this” or “they can do nothing here”.
I think there is really no alternative to this. If you know any, please tell me. I don’t wan’t to wait another year until I can implement this, since it’s such a basic thing.
Yes, It is getting frustrating, I am waiting for long time too. It looks like that this will be first feature which forces me to use source version of engine.
I don’t feel as emotionally invested as the other people itt do because I’ll probably never actually make anything good with the Engine… but it’d be really really cool to have so that RTS stuff would look prettier.
Hey Nick… lol… btw I have one related question. Yesterday I was playing with assigning widgets to cursors in project settings. How these work ? Do they have same latency as hardware cursors ? For me it looks like they are a bit more responsive than manual cursors created and attached in UMG or HUD.
Is using these cursors what you suggest to RTS game devs ?