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:
- Navigate to
Pioneer → Core → Mapsin the Content Browser - Open the level
L_DemoMap - Click Play in Editor (PIE)
- You should see units already spawned in the level
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 selectionAC_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:
- Get the
AC_CPP_MovementSystem_Abstractcomponent from your Player Controller - 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
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
- Navigation System - Understand pathfinding and avoidance
- Rendering System - Learn about ISM rendering and LOD
- Entity System - Master traits, fragments, and entity templates
- Selection System - Understand how selection works
- Spawning System - Learn about entity spawning
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_Basicis 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:
- Check the Installation Guide for common issues
- Review the system documentation for your specific problem
- 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:
Ready to dive deeper? Check out the Systems Documentation to understand how everything works under the hood!
