
Both controllers however implement the same interface with a "YourTurn" function called by the GameMode. The player pawn is possessed by a PlayerController, whereas teammates and enemies are possessed by AIControllers. The basic premise is that my custom GameMode class has two arrays of characters which it'll cycle through, team 1 and team 2.Īt the end of every turn it'll check "game over" requirements (in other words, does one of either team have no characters left that can still fight?).
#Unreal engine 4 turn based rpg how to
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