RTS Unit Template for Unreal Engine 5
A production-ready framework for real-time strategy games. Mass Entity, Character classes and the Gameplay Ability System run in one pipeline, with multiplayer replication, selection, squads, base building, resource gathering and fog of war.
What it is
RTS Unit Template gives you the foundation of a real-time strategy game in Unreal Engine 5, so you can build your own game on top instead of rebuilding selection, navigation and networking from scratch. It is the framework underneath our own RTS, Electric Noosphere.
Features
- Hybrid pipeline: Mass Entity (ECS), Character classes and the Gameplay Ability System in one setup.
- Multiplayer: custom Mass replication, client-side navigation and prediction, server reconciliation.
- Units: selection and squads, ground and flying units, AI and navigation.
- Economy and world: base building, resource gathering, texture-based fog of war, save/load, level streaming.
- Blueprint-first: every C++ class is meant to be a Blueprint parent; meshes, animations and sounds are easy to swap.
Performance
At a glance
| Name | RTS Unit Template (Fab: “RTS/RPG Unit Template - MassAI - Multiplayer - Gameplay Ability System”) |
|---|---|
| Engine | Unreal Engine 5 (supported versions are listed on the Fab page) |
| Language | C++ with Blueprint parents |
| Author | Silvan Teufel / Teufel-Engineering, Germany |
| Documentation | wiki.teufel-engineering.com |
| Video | Showcase on YouTube |
| Community | Epic Developer Community thread |
FAQ
Does it use Mass Entity or classic Character actors?
Both. It runs a hybrid pipeline of Mass Entity (ECS), Character classes and the Gameplay Ability System, so large crowds can be handled by Mass while units that need full abilities remain Characters.
Does it support multiplayer?
Yes. It uses a custom Mass replication pipeline with client-side navigation and prediction and server reconciliation.
Do I need C++ to use it?
It is Blueprint-first: every C++ class is designed to be used as a Blueprint parent, so you can swap meshes, animations and sounds without touching C++.
Is it used in a real game?
Yes. It is the foundation of Electric Noosphere by Simulated Flow UG, an asymmetric sci-fi RTS in Unreal Engine 5.
Where do I get it and where is the documentation?
It is sold on Fab. Documentation and tutorials are in the Teufel-Engineering wiki.