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Quick Start

This guide will get you up and running with Pioneer in just a few minutes. After completing the installation, follow these steps to see the system in action.

Step 1: Test the Demo Map

The fastest way to see Pioneer in action is to use the provided demo map:

  1. Navigate to Pioneer → Core → Maps in the Content Browser
  2. Open the level L_DemoMap
  3. Click Play in Editor (PIE)
  4. You should see units already spawned in the level
tip

If you haven't completed the installation steps yet, make sure to configure DefaultGame.ini and DefaultEngine.ini as described in the Installation Guide.

Step 2: Basic Controls

Once in the demo map, try these basic controls:

Selecting Units

  • Left-click on a unit to select it
  • Drag left-click to create a selection box and select multiple units
  • Selected units will be highlighted

Moving Units

  • Right-click on the ground to move selected units to that location
  • Units will automatically pathfind around obstacles
  • Units will avoid each other while moving

Camera Controls

  • WASD or Arrow Keys - Move the camera
  • Mouse Wheel - Zoom in/out
  • Middle Mouse Button + Drag - Rotate camera (if enabled)

Step 3: Understanding the Setup

The demo map uses the following setup:

Game Mode and Player Controller

The main game blueprints are located in Pioneer → Core → Game:

  • Game Mode - Sets up the game rules
  • Player Controller - Handles input and contains system components
  • Player Pawn - The camera/player representation

System Components

Most functionality is attached to the Player Controller as actor components:

  • AC_SelectionSystem_Basic - Handles unit selection
  • AC_CPP_MovementSystem_Abstract - Handles spawning and movement commands
  • Other system components for rendering, navigation, etc.

Step 4: Spawning Your Own Units

To spawn units programmatically, you can use the Movement System component:

  1. Get the AC_CPP_MovementSystem_Abstract component from your Player Controller
  2. Call SpawnUnits() with:
    • Entity Type - An entity config asset defining the unit
    • Number of Units - How many to spawn
    • Spawn Transforms - Array of locations/orientations

The system will automatically:

  • Create entities with the correct traits and fragments
  • Register them with rendering, navigation, and other systems
  • Handle time-sliced spawning to maintain performance
note

For detailed information on creating entity configs and defining unit types, see the Creating Units Guide.

Step 5: Next Steps

Now that you've seen Pioneer in action, here's what to explore next:

Learn the Systems

Create Your Own Units

  • Creating Units Guide - Step-by-step guide to creating unit types
  • Learn about entity config assets and traits
  • Configure meshes, animations, and behaviors

Customize Your Game

  • Set up your own game mode and player controller
  • Configure camera settings
  • Adjust movement and avoidance parameters
  • Create custom entity types with different capabilities

Common First-Time Issues

Units not appearing

  • Check that a navigation mesh exists and is built in your level
  • Verify entity config assets are properly configured
  • Ensure the Instancing Subsystem is initialized

Selection not working

  • Verify AC_SelectionSystem_Basic is attached to your Player Controller
  • Check input bindings are configured correctly
  • Ensure units have the Selectable trait

Movement not working

  • Make sure units have the Movement trait
  • Verify navigation mesh is built
  • Check that movement system component is properly set up

Performance issues

  • The system handles thousands of units, but performance depends on hardware
  • Use the built-in FPS counter to monitor performance
  • Adjust LOD settings if needed for your target hardware

Getting Help

If you run into issues:

  1. Check the Installation Guide for common issues
  2. Review the system documentation for your specific problem
  3. Ask for help on our Discord server

Tutorial Video

Here's a tutorial video covering the first steps and how to add your own custom meshes:

Tutorial - First Steps and Adding Your Own Meshes


Ready to dive deeper? Check out the Systems Documentation to understand how everything works under the hood!