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Installation

Adding the Plugin

  1. Copy the plugin folder into your project's Plugins/ directory:

    YourProject/
    └── Plugins/
        └── SeinARTSFramework/
            ├── SeinARTSFramework.uplugin
            ├── Source/
            ├── Content/
            └── Resources/
    
  2. Regenerate project files — right-click your .uproject file and select Generate Visual Studio project files (or use your IDE's equivalent).

  3. Build the project — open the .sln and build, or launch the editor (which triggers a build automatically).

Verifying the Installation

Open the editor and check that all modules loaded:

  1. Go to Edit > Plugins
  2. Search for "SeinARTS"
  3. You should see the plugin enabled with all six modules listed

Alternatively, open the Output Log and search for SeinARTS. You should see module load messages for each module.

Module Dependencies

The plugin is self-contained. The modules depend on each other in this order:

graph TD
    A[SeinARTSCore] --> B[SeinARTSCoreEntity]
    A --> C[SeinARTSNavigation]
    B --> D[SeinARTSFramework]
    B --> E[SeinARTSUIToolkit]
    D --> E
    B --> F[SeinARTSEditor]

Your game module only needs to depend on the modules you directly reference. For most projects, adding SeinARTSFramework and SeinARTSUIToolkit to your .Build.cs is sufficient — they transitively pull in everything else.

// YourGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
    "SeinARTSFramework",
    "SeinARTSUIToolkit",
});

Project Setup

Game Mode

Set your project's default Game Mode to ASeinGameMode (or a Blueprint subclass of it). This ensures the correct player controller, HUD, and camera pawn are spawned.

In Project Settings > Maps & Modes:

  • Default GameMode: SeinGameMode (or your BP subclass)

Player Controller

ASeinARTSPlayerController handles:

  • Selection (click, marquee, double-click-select-type)
  • Control groups (Ctrl+0–9 to assign, 0–9 to recall)
  • Command input (right-click orders, ability hotkeys)
  • Camera control delegation

HUD

ASeinHUD provides:

  • Marquee selection box rendering
  • Drag-order line rendering
  • HUDLayoutWidgetClass property — assign a Widget Blueprint here to auto-create your root HUD widget on BeginPlay

Camera

ASeinCameraPawn provides an RTS-style camera with edge-scroll, WASD, and zoom. Configure speeds and bounds in its Blueprint defaults.

Next Steps

Now that the plugin is installed, read Architecture to understand the sim/render mental model before building anything.