
Demonstrate building, resource gathering, and worker control in an RTS prototype. Build a lumber house, collect wood, and switch to mason for rocks with manual or ai resource management.
Create a new Unreal Engine 5.5 project from a blank blueprint, name it RTS, save a level as the main map, and configure the default map in project settings.
Create a camera pawn blueprint for an RTS game with a spring arm and camera to achieve a top-down view, and set a custom RTS game mode as default.
Create an RTS player controller in Unreal Engine 5, assign it in the game mode, and implement an input mapping context using the enhanced input system.
Set up a player controller and input action in unreal engine 5 to move a pawn vertically with a 1d float, using w and s keys for forward motion.
bind a/d to a horizontal move axis, use the right vector and negate for left, multiply input by the right vector, and test side-to-side camera movement.
Implement camera zoom in Unreal Engine 5 by mapping mouse wheel to spring arm length, using a zoom speed, and clamping 100–2000 for camera control.
Design and apply a custom landscape material in Unreal Engine 5 for an RTS game, using texture samples, Perlin noise, and tiling to create grass textures.
Create a widget blueprint to build the user interface, using designer mode to place a canvas, overlay, and border anchored to the right, then set sizes and colors.
Bind an input action to toggle a widget in Unreal Engine 5 using the B button, creating it, adding to the viewport, and removing it with a tracking variable.
Animate a UI widget in Unreal Engine 5 by creating a slide-in animation with keyframes, triggering it on construct, and adding a reverse animate-out to remove after a delay.
Build a dynamic, scrollable building menu using a vertical box inside a border, with building buttons showing name, icon, and cost. Create a widget blueprint for RTS building selection.
Create a building structure with name, mesh, and icon, and populate a data table to manage a dynamic list of buildings like lumber and mason in Unreal Engine 5.
Populate dynamic building buttons from a data table at pre construct, create a widget for each building, add it to a vertical box, and pass the building name.
Create dynamic building buttons by pulling data table rows and populating each button's name and icon before construct, enabling unique buttons for lumber and mason from the building list.
Import two building meshes into unreal engine 5, place them in buildings/assets, use the same material, assign lumber and mason meshes in the building list, and spawn them in simulation.
Turn static meshes into a BP building and create a BP spawner that uses a data table to spawn buildings with correct mesh, location, and rotation.
Enable the mouse cursor, bind a building button click, dispatch a building clicked event with the building name, and relay it to the player controller to enter placement mode.
Connect the spawning flow by passing the selected building type from the spawner to the building via a dynamic data table row handle.
Explore how collisions in Unreal Engine 5 manage interactions between static, dynamic, and pawn objects, using presets, custom profiles, and project settings to control blocking, overlapping, and camera behavior.
Learn to spawn a building at 000 and move it with a ground trace by channel, using a spawner and hit result under cursor for precise placement.
release a building in unreal engine 5 by left-clicking, with the building following the mouse. place in world on click, using input actions and spawner reference, then destroy the spawner.
Learn to prevent building overlap by placing a semi-transparent green building material, and switch to a red material when overlap is detected, using an overlapping check and dynamic material swapping.
Learn to detect building overlap in Unreal Engine 5 with a box collision, begin and end overlap events, and an event dispatcher to update a red or green placement indicator.
Capture and save the original material of a spawned building, then apply it on release to restore its appearance in Unreal Engine 5 RTS.
Master RTS building placement in Unreal Engine 5 by preventing overlap with the spawner and releasing the building, then display a construction progress widget updating a clamped 0–1 percent value.
Trigger start construction when placing a building, reveal the construction progress widget, and increment progress via a timed function, updating the UI until the build completes.
Double construction progress updates in Unreal Engine 5 RTS, trigger finish construction at 100%, cancel the timer, hide the progress widget, and spawn the completed building.
Learn to add sounds to an Unreal Engine 5 RTS game using free audio assets, with 2d and location-based playback, triggered at construction start and finish.
Implement resource types and costs for buildings in Unreal Engine 5, creating a resources folder, an enum for wood and rock, and map-based costs to block placement until resources exist.
Create a dynamic building cost UI in Unreal Engine 5 RTS by looping through a cost map and rendering a reusable building cost widget that shows resource type and amount.
Style the rts menu by customizing the building button with color, padding, and state-based visuals; align and polish the cost display, and build a reusable color palette.
Store global resources in a game instance, a high-level manager that persists from start to quit. Expose a get resources function to access rock and wood from other blueprints.
Create a resource hud widget for an Unreal Engine 5 RTS game, using a canvas, border, and horizontal box to display wood and rock icons with text.
unreal engine 5 rts updates the hud by reading the game instance, looping wood and rock resources, and displaying current amounts; next, check resource sufficiency for buildings.
Create a game instance function check resources that takes a resource type and amount, checks totals, and returns whether we have enough to purchase building, enabling or disabling build button.
Expose a building cost to a widget and compare it with available resources to determine affordability. Apply a branch to color-code and adjust opacity when funds are insufficient.
Implement an alter resource function in Unreal Engine 5 game instance to deduct building costs from resources, update the resource map, and trigger UI updates when a building is spawned.
Drive resource updates in Unreal Engine 5 RTS games by using a game instance event dispatcher to notify the UI widget, ensuring efficient, bound updates when resources change.
Create a resource actor blueprint to represent a physical resource in the Unreal Engine 5 RTS world, using capsule collision, a static mesh, and a debugging text render.
in unreal engine 5 rts, define a resource blueprint with initial and left amounts and add a resource interface with a deplete function to standardize depletion across actors.
Implement resource depletion in Unreal Engine 5 RTS by using a parent resource blueprint with child classes like tree and rock, enabling per-resource behavior and depletion logic.
Spawn a worker after finishing construction to provide one worker per building, and create a bp_worker character blueprint using a skeletal lumberjack mesh imported as an fbx asset.
Spawn a BP worker with the spawn actor node at a home location defined by a front-of-building box collision, and test in simulation.
Enable AI for a worker by creating a behavior tree and blackboard, then attach a dedicated AI controller to the worker and spawn it into the world.
Learn to move a character with ai in unreal engine 5 using behavior trees and blackboards, setting a move location, and navigating with a nav mesh.
Learn to drive a character with Unreal Engine 5 AI sequence, using behavior tree nodes like selector and sequence, with wait, move to, blackboard conditions, and debugging.
Import animations into Unreal Engine 5 for an RTS game using Mixamo and retargeting. Apply idle, walking, heavy swing, and carrying animations to a custom skeletal mesh.
Link the worker's current state in the blueprint with the blackboard's worker action via a behavior tree service that updates on tick to synchronize animation and AI.
Construct a behavior tree driven by a blackboard to manage a worker's idle and walking states, using decorators, enums, and a periodic service to update state.
Implement a worker interface to find the nearest resource by gathering actors of the resource class and returning the closest BP resource from the worker.
Design and implement an AI task in Unreal Engine 5: find the nearest resource via a BP task, store it on the blackboard as resource target, and move toward it.
Learn to troubleshoot and configure navmesh in Unreal Engine 5 by adjusting collision settings, enabling runtime dynamic navmesh generation, and rebuilding paths to allow units to reach resources.
Create an animation instance and animation blueprint in Unreal Engine 5 RTS, updating the worker’s idle and walking states via a state machine.
Create a main state machine that outputs idle and walking poses, wire in the AB worker animation blueprint, and configure transitions with conditions to switch between states.
Configure a collecting state by adding idle, walk, and collecting sequences with a blackboard decorator; use a task arrived to set worker action to collecting and drive animation transitions.
Attach a worker's tool in unreal engine 5 by creating a right hand socket on a mixamo lumberjack skeleton, importing an axe, and wiring a static mesh as the weapon.
Link the chop animation to resource collection by using a custom anim notify and a blueprint to increase the worker's carry amount and deplete the target resource via the blackboard.
Fixes for resource collection in Unreal Engine 5 RTS: disable weapon collision, trigger chops via animation, update resource left text, and drive worker transitions from collecting to returning.
Unreal Engine 5 RTS: spawn workers from a building, assign each worker a home, and implement a get home function in the worker interface to return to that home.
Create a return home flow by implementing set home and put resources tasks, using a move location from the blackboard and get home to guide the worker.
Map worker resources by adding resource type and resource class variables, link them to the building data table, and expose functions to get resource type and carry amount for gameplay.
Guide resource collection in Unreal Engine 5 RTS: move workers to resources on success, update resource type and carry amount in game instance, and reset carries while idling the worker.
Unreal Engine 5 RTS teaches hiding and showing carried assets through animation blueprints, and switching carried objects by resource type using sockets and mesh components.
Fix animation glitches by adding a resource socket, aligning sockets and assets, and converting the building's home location to a world location to guide workers in Unreal Engine 5 RTS.
Learn to select and control a worker in Unreal Engine 5 RTS by clicking the worker to toggle selection and display a dynamic overlay material.
Enable click events in the player controller, implement a selected workers array with selection highlight, and expose select/unselect functions to control workers via the RTS player controller.
Select the workers in the Unreal Engine 5 RTS game to change their behavior via blackboard values, setting walking and the resource target when clicking resources.
Finish up the Unreal Engine 5 RTS by tidying the scene, decorating with assets, and refining AI using blackboard-driven behavior trees to direct workers and manage buildings.
In this tutorial, I’ll show you how to build a Smart RTS Game in Unreal Engine 5, covering everything from core gameplay systems to advanced mechanics. Here's what you'll learn:
Camera Setup: Configure a top-down camera, add zoom functionality, and implement smooth camera movement.
Controls: Set up input to control the game, placing buildings and controlling workers.
Resource Management: Create a system for tracking and managing in-game resources efficiently with Game Instance, Game mode, Player controller, etc.
Trace Channels and Collisions: Set up custom collision and trace channels for precise game interactions.
Widgets & UI Updates: Build a dynamic UI with widgets and learn how to update elements based on game events.
Blueprints with Inheritance: Use inheritance to create reusable and modular logic in your Blueprints.
Data Tables: Organize and manage game data efficiently using Unreal Engine’s data table system.
Static & Skeletal Meshes: Work with assets to bring objects and characters into your game world.
Animations: Add movement and life to your characters with animations.
Interfaces: Implement interfaces for communication between different game elements.
AI & Manual Character Control: Set up AI systems for automated character behaviours and integrate manual input for player control.
All assets needed for the tutorial are provided for free, so you can focus on learning and creating without worrying about sourcing additional resources.
This course isn’t just about making a specific RTS game—it’s about mastering versatile techniques and workflows that can be applied to any game you create in Unreal Engine 5. The RTS game is simply a framework to explore key concepts, like camera control, UI design, AI systems, resource management, and collision setups, but the skills you’ll gain are universal. By the end, you’ll have a deeper understanding of Unreal Engine’s tools and features, enabling you to adapt these techniques to any game type or genre you choose to develop.