Hi Michael,
glad to get some feedback here! Thank you. I love to answer your questions, too.
- I started with AGraphStar implementation and hex tiles. After getting the basic implementation done, I desided to use a landscape for the visuals. As you can see in the screenshot, I made a GridManager which holds the tiles (UObject). Marked as black and glowing dots on the landscape. The Editor-Widget can update the dots after changing the landscape, which is pretty handy. The colored dots are angle and off-plane indicators, you cannot walk on these tiles.
- The mechs are from the Marketplace, I got them all. Awesome work from that artist.
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It does not matter for the AI, the post-process is just part of the visualation for the player, not part of data for AI. The post-process is just the best way to implement it. For the visual effect, I am writing data with Render-to-texture, so I can use the same data everywhere the AI needs to.
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This is my very first Unreal Engine project. I have strong coding skills and already much experience in creating DirectX 3D engines in C++. I started this project like 5 month ago. I am playing around with alot of Unreal features, learning on the fly, finding good ways for implementations.
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Hex tiles work better if you have everything with ranges, like weapon ranges, because it’s circular. Units can walk evenly in every of the 6 directions. I like the hex style, it matches the sci-fi theme very well. I like the clear layout of the tiles, every unit has it’s place to be. That’s even better for A-Star pathfinding. No need for NavMeshs and realtime collisions between units. It is more like just a boolean of the tile if it’s passable or not. I don’t see it that sharply separated between turn-based and realtime.
Thank you.