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SeinARTS Framework

Overview

SeinARTS Framework is a deterministic lockstep RTS framework for Unreal Engine 5. It provides the core simulation, entity, navigation, UI, and editor tooling needed to build RTS games with a Blueprint-first workflow.

What It Includes

  • Deterministic simulation built on fixed-point math and a deterministic PRNG.
  • Entity/component architecture for units, abilities, modifiers, production, and squads.
  • Deterministic navigation with grid pathfinding, flowfields, and steering.
  • Blueprint-first authoring for gameplay logic, unit setup, and UI.
  • Generic UI toolkit with ViewModel-based binding utilities for RTS interfaces.

Modules

Module Purpose Status
SeinARTSCore Fixed-point math, vectors, quaternions, transforms, PRNG Complete
SeinARTSCoreEntity ECS, sim loop, abilities, effects, modifiers, production, squads Complete
SeinARTSNavigation Deterministic grid pathfinding, flowfields, steering Complete
SeinARTSUIToolkit Generic ViewModel-based UI data binding and utilities Complete
SeinARTSEditor Content Browser factory, class picker, editor icons Complete
SeinARTSFramework Player controller, camera, HUD, input bindings Complete

Start Here

  1. Getting Started Overview
  2. Installation
  3. Architecture
  4. UI Toolkit Guide
  5. Reference Overview

Design Principles

Determinism first. The simulation is isolated from Unreal's non-deterministic runtime systems so the same inputs produce the same outputs on every machine.

Blueprint-first workflow. C++ provides the deterministic primitives, while designers author units, abilities, and UI in Blueprint.

Composable systems over hardcoded enums. Abilities, attributes, modifiers, and tags are designed to be assembled into the game-specific rules your RTS needs.