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Getting Started

Welcome to SeinARTS Framework. This section covers everything you need to go from an empty Unreal project to a functioning RTS prototype.

What You'll Learn

  1. Installation — How to add the plugin to your UE5 project and verify the modules load correctly.

  2. Architecture — The mental model behind the framework: the sim/render split, how entities work, the tick lifecycle, and why everything is deterministic.

Prerequisites

  • Unreal Engine 5.5+ (developed on 5.7)
  • Basic familiarity with Unreal Editor and Blueprint
  • No C++ required for gameplay authoring — the framework is designed for Blueprint-first workflows

Philosophy

SeinARTS is built on a few core beliefs:

Designers build the game, not programmers. C++ provides deterministic infrastructure — fixed-point math, entity pooling, ability scheduling, pathfinding. But unit definitions, ability logic, damage formulas, tech trees, and UI are all authored in Blueprint. If a designer needs a programmer to add a new unit type, the framework has failed.

Determinism is non-negotiable. Every RTS needs lockstep or server-authoritative networking. Both require that the same inputs produce the same outputs on every machine, every time. SeinARTS achieves this through fixed-point math, a deterministic PRNG, and strict isolation of the simulation from Unreal's non-deterministic systems.

Don't prescribe, enable. The framework avoids hardcoded enums for commands, damage types, or resource kinds. Instead, it provides generic systems (abilities, modifiers, tags, attributes) that designers compose into whatever their game needs.

Next Steps

If you're already set up, jump to the guides to start building.