Seems like a performance waste to have your rts buildings be characters. I see you have components, maybe it should be reliant on those while being an actor or pawn if you want to be able to possess it still.
What is the thought process behind buildings being characters?
@Starkium Get position under mouse function isn't working correctly as it is colliding with volumes in my scene and I haven't been able to find where in the code I can change the trace channel. Not sure if it's colliding with a nav volume, dungeon architect negation volumes, etc. But changing everything to no collision wasn't helping
See ARTSPlayerController::TraceObjects and edit this line:
I think you'd be better off writing this as a module so that it's easily dropped into other projects. I've already converted what you have into one and this is how I've been using it. Works great
Not so much an issue, but more of a request. Could you add a move to node that uses the path finding system and not just add input in the general direction of the target?