This is the 26th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we will implement a system to show the build options on the action panel, when we select an actor or actors with the ability to build buildings. I can't that represent the building types the character can build will appear on left bottom of the screen and we would be able to click on those buttons and go into building placement mode and place bu...
2025-04-13 16:21:39 +0000 UTC
View Post
This is the 25th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we are going to work on the action panel. This will usually include build options and other actions the selected characters can perform. As the first action, we will add a build house button to the action pane. So we would be able to click on the button and go into place house mode and place a house on any valid location of the map we need.
2025-04-12 06:32:58 +0000 UTC
View Post
This is the 24th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we will work on how to validate the ground underneath for building placement. If we select a place where we can't place the building, the building mesh will become red, if it is a valid location, building will have original colors. We can only place buildings on free valid locations.
2025-04-11 07:09:26 +0000 UTC
View Post
This is the 23rd part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we are going to start working on the building placement system. In this episode, we will explore how to go into the building placement mode and how to actually place the building when player click on the ground. While we are in the placement mode, the selected building will follow the cursor and appear on ground underneath the cursor where playe...
2025-04-09 07:03:51 +0000 UTC
View Post
This is the 22nd part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we are going to work on how to reflect the faction color of the selected actor in the UI. Here the profile icon/ character icon of the selected character will dynamically have the same color as the faction color of the selected actor. Similarly the health bar of the character will also have the faction color. We will also setup a UI material for...
2025-04-08 07:21:31 +0000 UTC
View Post
This is the 169th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we will look into how to save and load skill tree system we have implemented. So we will save all the details of the activated skills and when we load the game next, the game will read from the save file and skill tree status will be restored by applying activated skills to the character. These will be visible in the skill tree UI as well.
2025-04-07 07:27:51 +0000 UTC
View Post
This is the 168th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we will look into how to replicate the skill tree system we have implemented so that we can use the skill tree to upgrade character abilities and attributes in a multiplayer game. Also we will do some troubleshooting with the max health upgrade system we worked on as well.
Project Files
2025-04-05 15:57:07 +0000 UTC
View Post
This is the 167th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to continue with the health upgrade skill we started implementing in the last episode as the first skill in our skill tree. Here we will add a MaxHealth attribute to the BaseActorAttributes and that will be used to control the max health character can have. Also as we upgrade the health level, the health bar length will be increased so player can visually see the upgrade.
2025-04-04 06:49:45 +0000 UTC
View Post
This is the 166th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to create our first skills for the skill tree system. Here we will create 2 health upgrade skills and associate them as the first 2 skills in the skill tree. We will implement a way to lock and unlock skills on the skill tree based on available skill points and status of parent/dependency skills in the tree. We will create gameplay abilities for the skills and grant health...
2025-04-03 07:59:21 +0000 UTC
View Post
This is the 165th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to work on replication of character leveling system we have implemented. This will allow us to use the character level system in a multiplayer game. Also we will look into some of the bugs related to replication as well.
Project Files
2025-04-02 07:44:55 +0000 UTC
View Post
This is the 164th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to implement skill points in our game. The way skill points work is, when the player collect more than 1000 experience points (XP), player will be levelled up to the next level and as the level up, 2 skill points will be granted. We will add character level and skill points to the BaseActorAttributes class and levelling up will be handled through a gameplay ability called ...
2025-04-01 06:40:20 +0000 UTC
View Post
This is the 21st part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode, we are going to implement an actor details panel. When we have selected multiple actors, a simple icons that represent all the selected actors along with their health levels/ Hit points. But when we select only one actor, we will see a more detailed representation of the selected actor in the same area of the HUD. Here we will see the select...
2025-03-30 19:55:33 +0000 UTC
View Post
This is the 163rd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to implement a tabbed in-game menu for our game. Here on top, there will be a horizontal list of buttons that represent each tab and by clicking on them, we would be able to open the tab associated with the button. We have already worked on an inventory menu and a skill tree menu. We will bind those elements to the tabbed menu system. Later on when we have a map, pause men...
2025-03-29 01:57:18 +0000 UTC
View Post
This is the 162nd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to implement a way to click and drag the UI to allow player to pan the UI around. This is required to allow player to pan around the skill tree. We have created the Skill Tree UI with unreal UMG widget system and you can learn how th UI is implemented in previous episodes.
Project Files
2025-03-27 06:50:15 +0000 UTC
View Post
This is the 20th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on rules for unit selection. Here we are referencing age of empires selection system. 1. Through box selection we can only select characters/pawns that belongs to player's faction. 2. Characters/Pawns that belongs to other factions can be selected by directly clicking on them. 3. Buildings can be selected by direct clicking only. 4. Pl...
2025-03-26 07:15:38 +0000 UTC
View Post
This is the 19th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on a C++ interface for faction interface and a data table that contains data related to factions. Faction interface will be used to check the faction the characters or buildings belongs to and later on that will be used to determine the actions we can perform based on their faction. For example, player would be able to control/ give co...
2025-03-25 04:55:34 +0000 UTC
View Post
This is the 18th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on the required material setup to support having different team or faction colors for characters in the game. As in many strategy games like age of empires, characters that belongs to different factions/teams or civilizations have a distinct clear colors (red/blue/green...) even though they have the same character mesh. Similar to that...
2025-03-23 06:42:17 +0000 UTC
View Post
In this episode of unreal architectural design viewer, I am going to implement a photo gallery or image gallery widget. This will be used with the design viewer system we have been working on.
password=CLM_PhotGal
2025-03-22 06:46:47 +0000 UTC
View Post
In this unreal engine tutorial, I am going to implement a radial progress bar (circular progress bar) widget using UMG. Here we will create a UI material that programmatically create a progress bar and it will be embedded into a UI widget that can be used as a circular progress bar.
2025-03-21 06:42:34 +0000 UTC
View Post
This is the 17th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on how to have different character types in game. Data related to each character type will be defined in a data table and the HUD will pull data such as character icon from the data table to show the character on selected actors panel.
password=CLM17
2025-03-20 02:33:10 +0000 UTC
View Post
This is the 16th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on how to show the selected characters in the HUD. When you drag mouse click and select multiple characters with box selected, multiple icons that represent each selected character will appear in the HUD area where the selected actors are shown similar to age of empires 2.
password=CLM17
2025-03-18 06:52:45 +0000 UTC
View Post
This is the 15th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to start implementing the HUD of our RTS game. Here we will reference age of empires. We will implement the base layout of the HUD and implement resource counters (wood, food, stone, gold, population). Also we will add a Data table that defines icons, names and other details of each resource type as well. All the structures and enumerations re...
2025-03-17 06:53:19 +0000 UTC
View Post
This is the 14th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to implement edge scrolling, also known as screen edge scrolling, allows players to pan their camera view by simply moving the mouse cursor to the edge of the screen. This mechanism is commonly found in top-down or isometric games, such as Age of Empires. And we are going to use C++ to implement this mechanism here.
password=CLM_E...
2025-03-16 07:35:35 +0000 UTC
View Post
This is the 13th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In the previous episode, we implemented a way to select multiple characters. A Box selection. Today, we are going to work on how to command those selected multiple characters simultaneously. We will be able to issue move command to all selected actors same time.
password=CommandMany
2025-03-15 06:58:49 +0000 UTC
View Post
In this unreal engine tutorial, we are going to implement a watch dogs style hacking system which allows player to distract NPCs by making noises on hackable devices such as alarms, mobile phones etc. Here, we will implement a hackable object and when we are close to one of those objects, we will see an interaction tip to hack and when we press the hack key, it will make a sound. An NPC will hear the sound and check on it. In this episode, we will implement the hackable object and how to inte...
2025-03-12 06:47:33 +0000 UTC
View Post
This is the 160th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today, we are going to implement a skill tree UI widget. Here we will be referencing the skill tree system in horizon forbidden west game. We will define the skills data in a data table and based on the data in data table, skill tree will be dynamically generated in the game. Data table will contain all the data about a particular skill such as name, icon, dependencies, level,.. etc. Later o...
2025-03-10 07:20:32 +0000 UTC
View Post
This is the 12th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In the previous episode, we implemented a way to show box/rectangle on hud to show the area of of selection. Today we are going to work on how to determine selectable actors underneath the selection rectangle on HUD and select them. Later on we will implement a way to command multiple actors as well.
2025-03-09 07:31:01 +0000 UTC
View Post
This is the 11th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on how to draw a rectangle on screen to show the selection area when we click and drag mouse in the game. Later we will select all the actors withing the rectangle for commanding. Here we will use a custom HUD class and draw the rectangle in DrawHUD function.
password=CLM_RTS10
2025-03-08 08:22:50 +0000 UTC
View Post
This is the 10th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on NavMesh based AI navigation with the base pawn character we implemented. When we select the character in the game and command it to move to a location by right clicking on ground, character will use the navigation system to find the optimal path and move to the target location.
password=CLM_RTS10
2025-03-06 10:00:00 +0000 UTC
View Post
This is the 8th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode , we are going to implement a way to command selected actors. Initially, we will implement a move command so that we can move selected pawns, characters in the game around the game world. Here we will implement a navigable interface that will be implemented by all the classes who can move around/navigate in the game and we will use that to issue m...
2025-03-05 03:43:31 +0000 UTC
View Post