RTS - Character blueprint vs Ai Controller for units

As far as it being an issue for functionality, I don’t believe you’ll run into any problems. I’d personally suggest keeping each system in its own component on the AI controller, but you can do it this way as well.

The main downside I see is that you likely won’t manage your AI based on controller references (which can persist through many characters) meaning you’ll be spawning lots of controllers when you could otherwise avoid it. Not sure how much this will affect things but since you’re going for lots of AI it’s definitely something to consider.

Check out this explanation on how to use the different classes:


Also, I’m a bit bias, but consider checking out VisAI. There’s a free version, it’s multiplayer friendly, & it’s perfect for managing this kind of AI. If you don’t have some kind of framework it’s going to get complex & unmanageable pretty quickly.


Good luck!

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