Path finding and action planning for Fire Emblem-like games (large images beware)

Glad to see my past pain is at least useful for others. :slight_smile:

I am not totally sure how they add up all the iterations. I am pretty sure it at least counts everything happening in a single execution line, and may reset every tick, but it can be annoying when it gets in your way when you pretty much want it to run millions or billions of loops. You should have seen me trying to get them to raise the limit past 1 million in the first place. Everyone was like “You must be doing it wrong” or “Why are you putting infinite loops in your blueprints”. Kept having to explain that no, in fact it is on purpose because I need to run this many iterations to craft realistic maps. Then people wanted me to spread it out over the tick as if players want to wait 20 minutes for a map to generate. :stuck_out_tongue: I will admit, part of my problem is my insistence on keeping everything in a single blueprint, so when these functions are spread out it should be less of a problem, but still. I just wanted a toggle to turn the loop limit police off. :slight_smile:

The line of sight stuff looks pretty good. I have to say, I am only vaguely familiar with rasterization, so I don’t fully understand how you are checking line of sight. Seems interesting though, so I will have to do some research when I am working my own system out. :slight_smile: