Rogue Entity
Rogue Entity
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Formation Spacing Modifiers | Section 8 | Part 19 | Command | RTS Framework | UE5
In this part, we add team color to our markers and then add the ability to modify our formation spacing with key inputs.
Timestamps:
00:00 Start
00:05 Marker Team Colors
05:24 Spacing Info
07:33 Spacing Code
Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity
Support, Share, Follow or just become a member of a Game Developer Community
Discord: roguentity.wixsite.com/rogue-entity/discord
Follow Twitter: RogueEntity2
Please leave a Like if you found the video helpful and Subscribe for more.
Thanks for watching!
#UE5 #UnrealEngine5 #UE5Tutorial #UnrealEngine #GameDev #GameDevelopment
______________________________________________________________________
มุมมอง: 385

วีดีโอ

Finalising Entity Marker | Section 8 | Part 18 | Command | RTS Framework | UE5
มุมมอง 21228 วันที่ผ่านมา
In this part, we finalise the entity marker setup by creating the markers on the client and fixing some bugs. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discor...
Entity Marker Interface | Section 8 | Part 17 | Command | RTS Framework | UE5
มุมมอง 147หลายเดือนก่อน
In this part, we complete the interface setup and create the marker Material and Niagara Effect. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: www.rogueentity.com/discord Follow Twitter: twitter.com...
Entity Marker Component | Section 8 | Part 16 | Command | RTS Framework | UE5
มุมมอง 338หลายเดือนก่อน
In this part, we create a marker component for entity navigation preview, destination display and entity selection. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/...
Navigation Preview | Section 8 | Part 15 | Command | RTS Framework | UE5
มุมมอง 200หลายเดือนก่อน
In this part, we will add a navigation preview for our selection, giving us preview positions of our navigation on the fly when entities are selected. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: r...
Formation Spacing | Section 8 | Part 14 | Command | RTS Framework | UE5
มุมมอง 218หลายเดือนก่อน
In this part, we examine our formation spacing in-depth, correct any errors, and add some additional functionality that will serve us better later. Timestamps: 00:00 Start 00:05 Lesson 07:25 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community ...
Entity Formation Navigation | Section 8 | Part 13 | Command | RTS Framework | UE5
มุมมอง 193หลายเดือนก่อน
In this part, we finalise handling each entity's formation position and move the entities to their destinations. This part includes many bug fixes and problem-solving. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Com...
Async Navigation Generation | Section 8 | Part 12 | Command | RTS Framework | UE5
มุมมอง 2062 หลายเดือนก่อน
In this part, we asynchronously generate our navigation data, update our command in the command queue with the resulting data and issue the command to the selected entities. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Develop...
Entity Formation Positions | Section 8 | Part 11 | Command | RTS Framework | UE5
มุมมอง 3713 หลายเดือนก่อน
In this part, we will create the entity position data for each entity in each group that is part of our selection. Then we will assign entities to those positions based on the most optimised navigational route. Timestamps: 00:00 Start 00:05 Intro 02:35 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share,...
Creating VFX Selection and Destination Markers | Episode 6
มุมมอง 1943 หลายเดือนก่อน
Let's create some RTS unit markers to display the selected and preview our movement. In Episode 6 we finalise the player setup and debug our project. Timestamps: 00:00 Start 00:20 Player Camera 07:30 Player Controller 17:35 In-Editor Player Configuration 22:15 Debug Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Suppor...
Assigning Group Formation Positions | Section 8 | Part 10 | Command | RTS Framework | UE5
มุมมอง 1853 หลายเดือนก่อน
In this part, we finalise the generation of the group positions and assign them to our groups. Timestamps: 00:00 Start 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Follow Twitte...
Creating VFX Selection and Destination Markers | Episode 5
มุมมอง 1053 หลายเดือนก่อน
Let's create some RTS unit markers to display the selected and preview our movement. In Episode 5, we will demonstrate the entity implementation to create and interact with our marker components. Timestamps: 00:00 Start 00:05 Fix From Previous Episode 00:45 Implementing the Character 14:25 Create the Components 20:58 In-Editor Configuration Support us and gain access to the project files, early...
Navigation Data | Section 8 | Part 9 | Command | RTS Framework | UE5
มุมมอง 1773 หลายเดือนก่อน
In this part, we have another crack at explaining the setup and then begin creating our group positions once we finalise the initial navigation data. Timestamps: 00:00 Start 00:05 Info 04:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community ...
Creating VFX Selection and Destination Markers | Episode 4
มุมมอง 763 หลายเดือนก่อน
Let's create some RTS unit markers to display the selected and preview our movement. In Episode 4 we continue the implementation of our Niagara Component in C . Timestamps: 00:00 Start 00:05 Continue Creating Niagara Component Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member...
Formation Data | Section 8 | Part 8 | Command | RTS Framework | UE5
มุมมอง 1973 หลายเดือนก่อน
In this part, we will setup the formation data used to calculate our formation navigation. Timestamps: 00:00 Start 00:05 Lesson 00:05 Code Support us and gain access to the project files, early access to videos and more on my Patreon: www.patreon.com/rogueentity Support, Share, Follow or just become a member of a Game Developer Community Discord: roguentity.wixsite.com/rogue-entity/discord Foll...
Creating VFX Selection and Destination Markers | Episode 3
มุมมอง 1094 หลายเดือนก่อน
Creating VFX Selection and Destination Markers | Episode 3
Creating VFX Selection and Destination Markers | Episode 2
มุมมอง 1464 หลายเดือนก่อน
Creating VFX Selection and Destination Markers | Episode 2
Creating VFX Selection and Destination Markers | Episode 1
มุมมอง 2904 หลายเดือนก่อน
Creating VFX Selection and Destination Markers | Episode 1
Queue and Dequeue | Section 8 | Part 7 | Command | RTS Framework | UE5
มุมมอง 1794 หลายเดือนก่อน
Queue and Dequeue | Section 8 | Part 7 | Command | RTS Framework | UE5
Generate Server Command | Section 8 | Part 6 | Command | RTS Framework | UE5
มุมมอง 1654 หลายเดือนก่อน
Generate Server Command | Section 8 | Part 6 | Command | RTS Framework | UE5
Generating a Client Command | Section 8 | Part 5 | Command | RTS Framework | UE5
มุมมอง 1635 หลายเดือนก่อน
Generating a Client Command | Section 8 | Part 5 | Command | RTS Framework | UE5
Create a Navigation Command | Section 8 | Part 4 | Command | RTS Framework | UE5
มุมมอง 1955 หลายเดือนก่อน
Create a Navigation Command | Section 8 | Part 4 | Command | RTS Framework | UE5
Create a Command | Section 8 | Part 3 | Command | RTS Framework | UE5
มุมมอง 2595 หลายเดือนก่อน
Create a Command | Section 8 | Part 3 | Command | RTS Framework | UE5
Command System Data Setup | Section 8 | Part 2 | Command | RTS Framework | UE5
มุมมอง 1805 หลายเดือนก่อน
Command System Data Setup | Section 8 | Part 2 | Command | RTS Framework | UE5
Command System Intro | Section 8 | Part 1 | Command | RTS Framework | UE5
มุมมอง 4645 หลายเดือนก่อน
Command System Intro | Section 8 | Part 1 | Command | RTS Framework | UE5
Multiplayer Fixes 2 | Section 7 | Part 4 | MP | RTS Framework | UE5
มุมมอง 1635 หลายเดือนก่อน
Multiplayer Fixes 2 | Section 7 | Part 4 | MP | RTS Framework | UE5
Multiplayer Fixes | Section 7 | Part 3 | MP | RTS Framework | UE5
มุมมอง 1156 หลายเดือนก่อน
Multiplayer Fixes | Section 7 | Part 3 | MP | RTS Framework | UE5
Multiplayer Configuration | Section 7 | Part 2 | MP | RTS Framework | UE5
มุมมอง 1826 หลายเดือนก่อน
Multiplayer Configuration | Section 7 | Part 2 | MP | RTS Framework | UE5
Multiplayer Framework Setup | Section 7 | Part 1 | MP | RTS Framework | UE5
มุมมอง 2426 หลายเดือนก่อน
Multiplayer Framework Setup | Section 7 | Part 1 | MP | RTS Framework | UE5
PCG SubGraphs | PCG Examples | Episode 2 | UE5.4
มุมมอง 3976 หลายเดือนก่อน
PCG SubGraphs | PCG Examples | Episode 2 | UE5.4

ความคิดเห็น

  • @Ionixx9
    @Ionixx9 14 ชั่วโมงที่ผ่านมา

    Dude subbed. I love your RTS vids.

  • @jank2574
    @jank2574 3 วันที่ผ่านมา

    NIce!

  • @washynator
    @washynator 7 วันที่ผ่านมา

    Rider is now free for personal use! So you should consider using it! :)

  • @endersuit8076
    @endersuit8076 10 วันที่ผ่านมา

    i think there is something i dont understand : what is the main purpose of this implemented IA?

    • @rogueentitydev
      @rogueentitydev 9 วันที่ผ่านมา

      Not sure what you are referring to, a part or just the whole setup? But the idea behind it is data driven AI configurations. If you have one type of AI you need it is probably overkill but if you have varying configuration requirements for different Ai this implementation will allow you to configure them and apply to them to sets of characters as needed or change at runtime.

    • @endersuit8076
      @endersuit8076 9 วันที่ผ่านมา

      @rogueentitydev so, if i understand : this part of your playst ,dedicated tò data driven IA, explain how to create a system which allow you tò apply an IA tò a set of characters?

  • @baldmanevil
    @baldmanevil 11 วันที่ผ่านมา

    surprising how much faster and simpler this turns out, compared to making it with blueprint

  • @EvilGunRinger
    @EvilGunRinger 17 วันที่ผ่านมา

    That feeling, when you've been following every step carefully and repeated the video several times for hours and the 'EnhancedInputs' simply isn't responding.

    • @rogueentitydev
      @rogueentitydev 15 วันที่ผ่านมา

      Doh, if you are on the discord post in the #support we will figure it out!

  • @Xenothang
    @Xenothang หลายเดือนก่อน

    Would have made it a Decal. Only problem that decals run on CPU

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      I think Niagara effects have so much more potential for marker animation and effects, I setup decals in the RTS Framework previously if you are looking for that.

  • @abdo-z9d1r
    @abdo-z9d1r หลายเดือนก่อน

    Perfect !

  • @DamienHirsh
    @DamienHirsh หลายเดือนก่อน

    Try showing the outline on a non-chamfered mesh please

  • @bluzenkk
    @bluzenkk หลายเดือนก่อน

    bravo!!

  • @codymccarty9327
    @codymccarty9327 หลายเดือนก่อน

    On plugin dependency at 5:25. Could using the gameplay message subsystem prevent the dependency? Pub-sub seems great for inter app coms.

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      I have not used/checked out the gameplay message subsystem so cant answer that, sounds like something to check out.

    • @codymccarty9327
      @codymccarty9327 หลายเดือนก่อน

      @@rogueentitydev It started in Lyra, but is now an Epic Plugin. Instead of binding to an Actor's broadcast(Observer pattern), you would bind to a message tag from the subsystem, so neither class has to know about each other(Pub-sub pattern). They just have to agree on a struct for the payload, and a gameplay tag as a channel of communication. It could keep you two modules independent. I've only played around with it a little, after seeing a post from Tom Looman or somebody. My framework isn't as big as your's, so I don't need it yet.

  • @jackcoker2372
    @jackcoker2372 หลายเดือนก่อน

    Is it possible to prevent it from appearing on top of everything else? I know that’s a consequence of utilizing depth

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Yeah, I believe it's covered in the color addition to this material

  • @DanielRidge-h1z
    @DanielRidge-h1z หลายเดือนก่อน

    I am trying to outline a transparent object but every resource I can find on creating an outline does not work. Is there anything you would change in the material so it works on a static mesh with a transparent material?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Transparency is covered in the Color video th-cam.com/video/plMGQI5N1Co/w-d-xo.html

  • @sjelen
    @sjelen หลายเดือนก่อน

    man this looks really promising

  • @kennykenken4567
    @kennykenken4567 หลายเดือนก่อน

    If you have multiple postprocessing effect that require you to turn on customdepth pass, is there a way to choose which effect to turn on or off?

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      You use the CustomDepthStencil value, similar to how I do it in the video for adding different Colors to this outline. Each effect would just need to be a on different Stencil channel/value.

  • @placebo_yue
    @placebo_yue หลายเดือนก่อน

    what's the prupose of separating the highlight color, makefloat4, then multiply? you are overly complicating stuff with no need

    • @rogueentitydev
      @rogueentitydev หลายเดือนก่อน

      Well I don't know about overly complicating but unrequired, yeah

  • @erikerik7738
    @erikerik7738 2 หลายเดือนก่อน

    Great Video! Thanks for your work

  • @sgbaconplays4334
    @sgbaconplays4334 2 หลายเดือนก่อน

    For some reason it outlines my player too?? How do i fix this

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Turn off Render CustomDepth Pass on the player?

  • @behrampatel4872
    @behrampatel4872 2 หลายเดือนก่อน

    superb thank you. Came here looking to understand how to structure openCV as a plugin. Cheers

  • @dr_pennysworth
    @dr_pennysworth 2 หลายเดือนก่อน

    I think the videos are super helpful but I wish you had a version that was not using still in development frameworks.

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Reason I did this one is because there wasnt anything out there on it where as there is 100s for the Steam Advanced Session Plugin, sounds like thats what you are looking for.

    • @dr_pennysworth
      @dr_pennysworth 2 หลายเดือนก่อน

      @@rogueentitydev Fair, Ill be on the look out if you ever make a version without the Common Plugins.

  • @CreateDefaultSubobject
    @CreateDefaultSubobject 2 หลายเดือนก่อน

    13:45 Plungins folder is not visible. I've enabled it to show the plugins folder in the content browser window. Even if I register it in the favorites folder, it is not visible.

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      If you go to your Content Browser (outside of project settings just in the editor) there is a Settings menu (cog icon top right) If you enable Show Plugin Content there is should show up in the project settings also.

  • @randombro-t8p
    @randombro-t8p 2 หลายเดือนก่อน

    thank you very much for this tutorial is very helpful loved it

  • @genesisgonzalez42
    @genesisgonzalez42 2 หลายเดือนก่อน

    Thanks, great tutorial

  • @GerardoGeovia
    @GerardoGeovia 2 หลายเดือนก่อน

    esta bueno pero tiene un problema, si ya estas ocupando el custom depth con otro efecto, este te hace un outline encima de lo que tenga ese efecto, lo cual es terriblemente feo, sirve si no vas a ocupar otro efecto.

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      you could just turn the outline off if you dont want to outline?

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Maybe try the overlay for your outline if there is a conflict

  • @denkorolev9629
    @denkorolev9629 2 หลายเดือนก่อน

    My pawn goes through any collisions, but if you create an event for a collision, for example, display an inscription, then the event is triggered, but if you set everything to block, then the pawn still flies through. Do you have a video about this?

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      Are referring to the camera pawn or pawns you are selecting there?

    • @denkorolev9629
      @denkorolev9629 2 หลายเดือนก่อน

      @@rogueentitydev camera pawn

    • @rogueentitydev
      @rogueentitydev 2 หลายเดือนก่อน

      This tutorial series covers the setup of a camera pawn at the start of the series.

    • @denkorolev9629
      @denkorolev9629 2 หลายเดือนก่อน

      @@rogueentitydev ty!

  • @xjuliussx
    @xjuliussx 3 หลายเดือนก่อน

    this is a big project!¬

  • @Tavison
    @Tavison 3 หลายเดือนก่อน

    I can't figure out why this isn't working. I tracked it down to owner and requesting player are different. Owner is "B_TestCharacter_C"_0) and requesting player is "B_PlayerController_C"_0) What step did I miss?

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      Probably need more info as to your issue, if the owner of the character pawn is the character itself (which I think is what you are saying) then something is wrong with how you spawned the entity/character. If you would like help resolving it I would suggest jumping on the discord and posting in the #support channel there.

    • @Tavison
      @Tavison 3 หลายเดือนก่อน

      @@rogueentitydev I will switch to Discord. I have to re-join. I used an old work Discord. The solution that worked for me is to change GetOwner() to GetOwningPlayer(). Right now the highlights don't go away, but I can fix that.

  • @brandon9483
    @brandon9483 3 หลายเดือนก่อน

    Hello! amazing video @RogueEntity ! I do have a couple problems however lol I am using a character instead of a pawn, hope this isn't an issue. I got the code to compile, when I run it I am able to zoom, rotate with the middle mouse button and move left and right with the A & D key. but I Cant Move forward or backwards and the camera doesn't spawn on my character. It spawns where I leave the camera in the editor.

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      If anyone else is having a similar issue this was addressed on the Discord #support

  • @UrielHK
    @UrielHK 3 หลายเดือนก่อน

    That was amazing! thanks!

  • @croxyg6
    @croxyg6 3 หลายเดือนก่อน

    anyone know how to do this with BPs?

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      If you get the enhanced input subsystem in your player controller blueprint graph there should be all the blueprint nodes available for the functions I use in c++.

  • @bluzenkk
    @bluzenkk 3 หลายเดือนก่อน

    good job~

  • @张晨馨
    @张晨馨 3 หลายเดือนก่อน

    Thankyou for your video, it seems a little problem to me. If i run a tps character in game, the outliner will show in front of the character

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      If you want to show whats happening on Discord can help you out.

  • @bisforboss
    @bisforboss 3 หลายเดือนก่อน

    how do you create a shield wall?

    • @rogueentitydev
      @rogueentitydev 3 หลายเดือนก่อน

      something like a shield wall is more animation than a formation

  • @bluzenkk
    @bluzenkk 4 หลายเดือนก่อน

    wow~ its almost been a year.

  • @watched2524
    @watched2524 4 หลายเดือนก่อน

    Ur discord invite doesn't work! I got a question about your outline material. It doesn't seem to work in ue5.4 but I can't join to ask.

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      Link appears to be working.

  • @snufftbunz
    @snufftbunz 4 หลายเดือนก่อน

    would have really preferred you either not have relied on wrapped material functions or shown what was in them. I don't have access to that material function library for reasons outside of my control and staking a tutorial that appeared to be about the fundamentals of ui materials on an asset pack is a bit aggravating

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      Sorry not sure where you got the fundamentals of UI materials from, this video is not that.

  • @kalleskit
    @kalleskit 4 หลายเดือนก่อน

    God's work as always!

  • @fael097
    @fael097 4 หลายเดือนก่อน

    what's with every single video about outlines on youtube, that people just can't seem to get rid of the jagged, aliased edges? FFS

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      You can remove the jagged edges with a setting in the material.

  • @ryanjdevlin87
    @ryanjdevlin87 4 หลายเดือนก่อน

    nice thank you

  • @barkeysny.650
    @barkeysny.650 4 หลายเดือนก่อน

    Thanks for the tutorial! The center in box functionality is really a must in my opinion, otherwise it causes problems like in the get actor under rectangle function. its not works that perfect. Even we are working with perspective camera its making things bad but with under rectangle function its became more worse like its getting actors from its boundaries and boundaries some times can be really larger than mesh itself. Thanks for your time, awesome tutorial and looks very cool in unflatten surfaces!!

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      Thanks for the friendly feedback!

  • @NepahelmShadow
    @NepahelmShadow 4 หลายเดือนก่อน

    First video Ive seen from you, really good format, thank you.

  • @xjuliussx
    @xjuliussx 4 หลายเดือนก่อน

    Great and very vital video! Thank you!

  • @ibnakhal
    @ibnakhal 4 หลายเดือนก่อน

    For some bizzare reason my outlines don't outline the actual object but just half of the object. Followed this to the letter and I have no clue what went wrong.

    • @rogueentitydev
      @rogueentitydev 4 หลายเดือนก่อน

      If you want to throw a screenshot of your material in the support channel on discord I am sure we could figure it out.

    • @ibnakhal
      @ibnakhal 4 หลายเดือนก่อน

      @@rogueentitydev Thank you!

  • @srksonyeondan8336
    @srksonyeondan8336 4 หลายเดือนก่อน

    thanks

  • @xjuliussx
    @xjuliussx 5 หลายเดือนก่อน

    love your work! big fan, please don't even dare to think to stop the series, is the most documented series by date for Unreal Engine. A big and important advice, please post at beginning of each video, what you try to achieve or should achieve in the codding part presented in the video, so this way ppl would understand better, like you did at 17:06min but put it at start of video. Will send you a good support when the series is done. If you also need support and more views, please insert it at beginning of each video with a short message about it. Thank you!

    • @rogueentitydev
      @rogueentitydev 5 หลายเดือนก่อน

      I probably should explain a bit more what we doing at the start, tend to just dive into the code. Thanks for the feedback I will look at doing that in future vids.

  • @Tavison
    @Tavison 5 หลายเดือนก่อน

    When I tried to create RTSEntities_PlayerLoadoutDataAsset It wouldn't let me have a name longer than 32 characters. I don't know if there's a setting somewhere or Rider ignores that, but Creating from UE enforces that.

    • @Tavison
      @Tavison 5 หลายเดือนก่อน

      I renamed the class, the header and source files, renamed the generated header and the include, and regenerated the project. It compiled fine.

    • @rogueentitydev
      @rogueentitydev 5 หลายเดือนก่อน

      Did you have to shorten it? The RTSEntities is an excessive prefix unfortunately. I would have made that simpler if I started over.

    • @Tavison
      @Tavison 5 หลายเดือนก่อน

      I entered it short and then renamed everything back to what you have. They match what you have and didn't seem to have any compile issues.

  • @Tavison
    @Tavison 5 หลายเดือนก่อน

    At 37:11. I think there's a bug. NewPendingSelections.RemoveAt(i); Doesn't this shrink the array and i is now pointing to the next element. When ++i happens, you have missed one.

  • @mrwilsonisland1946
    @mrwilsonisland1946 5 หลายเดือนก่อน

    There's a typo in the NoModifier enum value (NoModifer) !

  • @mrwilsonisland1946
    @mrwilsonisland1946 5 หลายเดือนก่อน

    Is there any upside of picking an enum over gameplay tags in that occasion ? Is it the int conversion that is interesting here ?

    • @rogueentitydev
      @rogueentitydev 5 หลายเดือนก่อน

      No not really, I have a redesign of the game phase system using gameplay tags and a subsystem and it works fine, just need to add the blueprint stuff to it and I plan to release it.

  • @xjuliussx
    @xjuliussx 5 หลายเดือนก่อน

    this looks like the best RTS tutorial and the most methodical and most elaborate tutorial created to date! The main reason of low views is only because it consist for majority only codes and we don't understand ( i also don't and i admit it) how they will be used and to which effect but i am highly interested to participate in the journey and to see how this will be consumed. UE has a very low tutorials of RTS and half are not finished. On the other side, Unity and even GODOT have a lot of good and great tutorials of how can you build all sorts of RTS / TBS games ! UE is far behind in this regard.