By
Unreal Engine RTS Development
Everything you need to build a competitive real-time strategy game on Unreal Engine 5.
Deterministic Simulation
Build gameplay on fixed-point math and repeatable simulation ticks. The same starting state and commands produce the same result.
Lockstep Networking
Keep multiplayer traffic focused on player commands. Each client runs the simulation locally, so ordinary unit movement doesn’t need a stream of position updates.
Unreal Engine Workflow
Create units and abilities in Blueprint, and extend the framework in C++. Keep using Unreal’s editor, rendering, and asset pipeline.
Match Replays
Record the commands behind a match and play it back. Use replays to review a battle or reproduce a problem during development.
Blueprint Ability System
Script your simulation with abilities, effects, attributes, and gameplay tags. Bring them together in Blueprint to define how units move, fight, and interact.
Optional Extensions
Start with the core framework. Add squads, cover, movement modes, and online services through separate plugins, each with a clear role in your game.
Media
Screenshots & video coming soon.
Follow progress on the GitHub repo .
Latest Releases
- This update stabilizes the **0.2 series**, following the entity-component authoring changes introduced in v0.2.0.
- Fixes seamless-travel controller rebinding so an admitted client can reconnect to its reserved player slot after lobby travel.
- Fixes standalone plugin include dependencies and validation fixtures for navigation, selection, editor asset saves, rendering, and replay finalization.
- Packages the tracked customer documentation without generated site output or development dependencies.
- Supports the project version scheme in packaging and installation diagnostics: normal updates use `0.2.x`; crash or bug-only hotfixes may use `0.2.x.y`. The first two digits change only by explicit project-owner decision.
- Checkpoint validation passed **1,789 test executions**, Development/Shipping builds, and packaged multiplayer, reconnect, and replay checks. All six plugin archives passed artifact validation. Compiled code and assets match the validated checkpoint; this publication updates the version stamps and the installation diagnostic.
- Approved for release by the project owner. The validation above establishes checkpoint coverage; full production-milestone qualification remains incomplete.
- The **0.2 release** introduces entity-component authoring through Unreal ActorComponents. Designers now add native or Blueprint-authored **Sein Entity Components** in a unit Blueprint's Components panel, instead of directly managing native and user-defined payload structures in the entity bridge's array.
- **Component-based authoring:** each data-only `USeinEntityComponent` exposes the unit data it owns through normal Unreal component properties. Blueprint-authored components generate their deterministic payload structures from those fields.
- **Deterministic runtime data:** the entity bridge still stores the baked `FInstancedStruct` payload array and injects it into simulation storage when the entity spawns. ActorComponents are the authoring surface; they do not become simulation objects or introduce Actor ticking into deterministic gameplay.
- **Editor/runtime separation:** authoring components are stripped from cooked builds. Gameplay behavior remains in deterministic systems, abilities, effects, and other runtime primitives.
- **Clearer type ownership:** `USeinEntityBridgeComponent` names the bridge, while `USeinEntityComponent` names the authoring base. Native data structures use `FSein...Payload` names.
- When upgrading, review references to the former bridge and native component-struct names, then compile and save affected unit Blueprints. Existing unmanaged bridge payload entries remain supported. Avoid duplicate authoring components that produce the same payload type, and verify inherited defaults and placed-instance overrides after adopting the new components; this release does not imply that every existing project migrates without review.
- This is the feature foundation for subsequent **0.2.x updates** and optional **0.2.x.y crash or bug hotfixes**. Approved for release by the project owner.
- Packaged from `51dbd8ae59aaccc28735fe37db27159c3a6100e4` (UE 5.8, Win64, UAT BuildPlugin -Rocket).
- Plugins: SeinARTSFramework, SeinARTSSquadExtension, SeinARTSCoverExtension, SeinARTSMovementPlusExtension, SeinARTSCoverSquadExtension.
- Packaged from `88ac7144b9a4d5ac027c5378af54871676c79440` (UE 5.8, Win64, UAT BuildPlugin -Rocket).
- Plugins: SeinARTSFramework, SeinARTSSquadExtension, SeinARTSCoverExtension, SeinARTSMovementPlusExtension, SeinARTSCoverSquadExtension.