Unreal Engine – Advanced RTS Selection System (Dynamic Mesh + Surface Projection)
Автор: Cem Akkaya
Загружено: 2026-02-27
Просмотров: 23
Описание:
In this video I explore a more advanced RTS-style selection system built with Dynamic Mesh and Geometry Script in Unreal Engine.
The selection actor spawns at runtime, initializes a dynamic mesh, and updates cube vertices directly in real time no extra components needed. Overlap events are handled during the selection process to detect units and apply temporary visual feedback.
To project the selection onto uneven terrain and props, I divide the selected area into a grid and perform line traces downward, saving hit points across landscapes and static meshes.
I experimented with several approaches:
• Decals (felt limiting and clunky for this use case)
• Post Process / HLSL projection with stencils
• Building a full proxy mesh with manual triangulation
• Instanced Static Mesh projection (final choice)
In the end, I preferred using instanced meshes for surface visualization — lightweight, flexible, and scalable for larger projects.
It’s slightly over-engineered for a prototype, but it opens the door for more advanced systems in a production environment.
Let me know what approach you would take.
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