RTS units [C++]

Hi!

I’m working on a RTS game prototype and wonder how one would implement RTS units in unreal engine. The implementation must support at least 800 units simultaneously. Should I create Pawns that is controlled by some AIController or should I make a class that inherits Actor and adding the components (e.g. like mesh) myself? What is the best approach?

Not sure if it is the best way, but I do it this way.

I have created a Blueprint of my own implemented (in cpp) Enemy class. It extends ACharacter.
Then I have an own AIController implemented in cpp.

I add everything like Animations or Meshes in my Blueprint.
Actually I am quiet new to Unreal 4, but it works out for me :wink:

Hope it helps :smiley:

Thanks for your answer! If the built-in navigation system will work well that’s probably the best way of doing it. Just a bit worried since the AI navigation in a RTS is like the aim feeling in a FPS =) so it has to be right.