Grid based movement help: Setting it up and blueprints

Hello everyone! Pyrorptrs here!

Awhile ago i started a project to make a electronic prototype of this Table top RPG I’ve been working on. I have the basic HUD set up already, but before I ddo anything else I need to set up grid based movement in a non grid environment (i.e. the characters move horizontally via a grid, but they still move vertically to the environment). I already found another forum thread that focused on this subject, but it focused more on the blueprints and only kind of mentioned how to set it up in the files Noob needs help: Moving Units - Blueprint - Epic Developer Community Forums

What I’m looking to accomplish is:

  1. Initial set up of a horizontal grid, preferably hexagonaly but I’m willing to compromise on a standard square based grid.
  2. A simple visual overlay. I don’t want the environment to be made out of square platforms like the other thread shows. instead I want the outline of the grid viewable on the terrain itself.
  3. Movement through the SPD/DEX/AGI stat. Movement in my game is accomplished through the SPD stat but I don’t want it to work like DnD or the Pokemon Mystery dungeon system where your free to move as much as is allowed until you preform an action. I want it to work so that you can move,preform an action, and are allowed to use whatever movement you have left as you see fit before your turn ends
  4. Finally, and this is more an optional feature I wish to add, I would like to incorporate some sort of climbing aspect to movement as well (I.e. if a character approaches a wall, it will tell them how much movement they’ll need to scale it)

Any help with this would be greatly appreciated.

I done some fun with grids. So i can share some tips:

  • create world location to grid location function, ie function that can calculate rounded world location, and also gives grid cell number/coordinate
  • also create opposite function that from grid number calculates world location
  • placing hex grid is quite easy, after you notice that it is basically square grid with every second column shifted by 1/2.
  • Last “challenge” is making movement on such grid, you need to create function that finds all 6 neighboor grid cells for given cell.

Based on those functions you can code game logic without constantly thinking about hex grid and coordinates.