I think epic fixed the navigation so when you check the “Can ever affect navigation” in your AI character it’ll actually work now. I posted a video on my channel you can check it out.
Nice find! That’s pretty awesome. Is this 4.10 your trying that in? Might be a reason to upgrade my project. I didn’t notice you had any videos on fluid movement either so that’s something I am excited to check out now!
Thanks!
-edit-
I played around with this a little bit and that option seems to be just applying a NavArea to the capsule component. In order for this to work with units that change positions during the game you’d have to go into project settings > Navigation Mesh > Runtime and change the “Runtime Generation” to one of the Dynamic options. The NavArea it uses is set in the Navigation section of the component that you enable “Can Ever Affect Navigation” for. This works on 4.8 and 4.9. The movement and interactions between units with that enabled is a bit odd and in order to use it for units that move a lot you have to toggle the “Can Ever Affect Navigation” when moving them so that they don’t get in their own way.
oh shoot nevermind on that fix. I forgot i already had my character out and i was suppose to spawn them first. If i spawn them then yea it doesn’t work sorry lol
but i found a way around that simply by spawning an actor with a box collision that affect navigation and has area class to null. Just spawn that at the character location when he not moving and the other unit will move around him. Here’s some screenshot i tried it and it works.
http://i67.tinypic.com/fxb18j.jpg that is the actor with the box collision
http://i67.tinypic.com/35jmjv9.jpg that’s the function inside the AI character that spawn it when he’s not moving and when he is moving the box actor will be destroy but more preferably destroy it before the actor starts moving
http://i68.tinypic.com/optssl.jpg and this is the event begin play in the AI character where he set the timer for that function
VaRest plugin is pretty cool here’s my attempt at a login system pally qle - YouTube
Added text chat system - YouTube
hey, Pallyqle! Are you still working on your game?
Just wanted to drop a note to say Thank You for creating and sharing this, I am finding it really useful.
Hello,
Nice work!
I am making my own RTT game right now, so I won’t be able to help much (I mean time wise), but if you will have a specific programming problem and or a will to optimize something AI wise, you could PM me.
This is a question for the OP. I would ask, in your opinion how difficult is it to create an rts game and what are the most difficult aspects of making a game in that style?
Thank you!
–Joshua
as an RTS game developer I can tell you my opinion: if you need a lot of units it eats a lot of performance, especially skeletal meshes, and requires high replication data, so you need to create a lot of custom systems (pathfinding, movement, replication, if you need a really large crowd: instanced skeletal mesh or vertex animation) and optimizations (low poly assets with proper LODs, animation, rendering, lighting, materials). and a high performance but smart AI, if you don’t want to fail with your game concentrating only on multiplayer (indie RTS games are struggling because of low online player quantity).
Thank you so much! I might make one down the road.
Thank you so much for making this tutorial! Every other tutorial I’ve found has either been for the wrong kind of game, misnamed RTS, or has ended halfway through before important functionality. I’m really excited to try this out! Just one thing that I think everyone on the page should be aware of: the videos are each >2 hours long, so keep that in mind. Otherwise, great job (even though it’s 5 years after you posted it)!
In case you’re still monitoring this for help, I have a problem. I tried to follow the first video exactly, but at 59 minutes in, my game doesn’t spawn right. It spawns some kind of default camera instead of the commander. my code is identical to yours, and i made sure i hd the game mode set up correctly, but maybe there’s some other difference? does the fact that I’m using v4.25 make a difference?