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Player Controller, Character and Pawn interaction

Hi everyone,

I cannot seem to understand how this would happen, so can someone clarify is this how it is done and if not the how should it be done.

The Background : I want to make something like an AoE game where a player can control many pawns but I cannot seem to understand the way I should implement it.

The Setting: The starting map as it is, working in c++ mainly.

The Idea: What I think it should happen is the following: Create a character class for the camera movement. Create a player controller for controlling the pawns. Create the pawns. What I have in my head is something like this: The Character marks the pawn and tells and tell the player controller to move it. The player controller calls a method on the pawn which executes the actual movement

The Problem: I still cannot solve the problem with all these references in code, so any help is appreciated. And again, I have the bad feeling that this is not the proper way to do things, so if anyone knows the proper way I would be grateful if he or she shares it.

Product Version: UE 4.7
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asked Jun 10 '15 at 03:44 PM in Everything Else

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gogata258
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You don't need to do Character for camera (Btw Character class is Pawn just with CharacterMovmentComponent, which will be useless for you), create Actor (or a Pawn if you wish PlayerController to posses it) which will have Camera component and make it move depeding on cursor movement(?) or whatever you like. Now PlayerController is not made for RTSes, you will need to create your own custom unit selection and keep selected unit in array which later you can use to call orders to them.

Btw, go see class viewer (in window/devlopment tools), since you seem to lock you head to what you see in blueprint class selection menu

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answered Jun 10 '15 at 03:57 PM

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Shadowriver
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avatar image gogata258 Jun 10 '15 at 06:22 PM

One question: How do I separate pawns (which pawns are owned by which player)?

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