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Releases: npruehs/ue4-rts

Version 1.2.0

24 Jun 18:57
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New Features

  • Added subgroups for selected actors (e.g. for tabbing through actor types).
  • Added cached lists of actors owned by players.
  • Added quickly selecting the same control group twice to focus the camera on it.
  • Added saving and loading camera locations.
  • Added projectile fire and impact sounds, unit spawn and death sounds, and construction finished sounds.
  • Added server-side visibility states for actors.
  • Added vision height levels and line of sight.
  • Added grid-based building placement.
  • Added more support for gameplay tags, with components that may provide gameplay tags for their owning actor, and a dedicated gameplay debugger category.
  • Added rally points for production actors.

Improvements

  • Significantly improved vision calculation performance by updating vision for actors that have moved onto new tiles, only.

Deprecation & Upgrade Notes

This release includes a major rework of the orders system, to provide for arbitrary custom orders in the future. The following parts of the plugin have changed, requiring you to upgrade your project before the next major release to prevent breaking changes:

  • Add a RTSGameplayTagsComponent to resource sources in your project. The new orders system is deciding which orders are feasible for a specific actor mostly based on gameplay tags. As there's a Gather order as well, that one will require resource sources to provide gameplay tags as well to stay feasible targets.
  • Replace calls to ARTSPawnAIController::HasOrder by HasOrderByClass. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.
  • Replace functions binding to the ARTSPawnAIController::OnOrderChanged event by OnCurrentOrderChanged. The new orders system is based on order UObjects instead of the old ERTSOrderType enum, which will allow you to create your own custom orders as well in the future.

Version 1.1.0

14 Jun 00:25
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New Features

  • Added bounties to collect when killing actors.
  • Added return value to BeginConstruction and BeginConstructionByIndex.
  • Added OnConstructionFailed event for builders.
  • Added range indicators, e.g. for building cursors.
  • Added Damage, NoFog and Weak cheats.
  • Added initial health property for construction sites.
  • Added containable component for storing which actor an actor is contained by.
  • Added container type gameplay tags for allowing multiple types of containers.
  • Added actor death types, e.g. for playing death animations before destroying actors.
  • Added health regeneration.
  • Added having damaged damaged units blink on the minimap.
  • Added ballistic trajectories for projectiles.
  • Added area of effect damage.
  • Added random projectile target locations.
  • Added resource display names, icons and colors.
  • Added setters to name, description, and portrait components.
  • Added selection priorities.
  • Added hover events for selectable actors.
  • Added hiding actors covered by fog of war.

Improvements

  • Significantly improved network performance by entirely simulating projectiles on client side.

Bug Fixes

  • Correctly initializing current actor health from maximum health.
  • Passing owning player as instigator for attacks, instead of the attacking pawn.
  • Using correct attack index when attacking as actor with multiple attacks.
  • Unloading all actors from killed containers.
  • Killing the constructed actor instead of destroying it when canceling a construction, if possible (allowing it to show destruction effects).
  • Correctly removing selection decals when selected actors are destroyed.
  • Correctly raising OnHealthChanged events on clients.
  • Preventing crash when calling IsSameTeamAsController without valid controller.
  • No longer showing hidden actors on minimap.

Version 1.0.0

31 May 12:24
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Initial release.

Take a look at the official documentation to get started!