[SUPPORT] Advanced Turn Based Tile Toolkit

Sorry for the delayed response. I did not recieve an e-mail notification about the replies.

You probably wouldn’t have to worry about performance in any case, and even if you were to make a game that would have performance issues because of huge move ranges etc. that should no longer be a problem after nativizing blueprints.

I’m not entirely sure what you mean with free roaming toggling on with multiple friendly units. Can you tell me exactly what you are trying to achieve and what is preventing you from doing so? Special abilities can be done in a few ways. As mentioned my plan is to have a new actor class containing the blueprints controlling the special abilities, and creating child actors of this blueprints for each specific ability. When the ability is used I would spawn this invisible actor in the game, run the code, and remove it afterwards.

I do indeed plan to make a video when I’m done with the update. But again note that there is still a lot of work left before the update is done. I intend to have the AI utilize the abilities, though getting them to use the abilities effectively will be a challenge.

As for creating public floats for accuracy and dodge, what I would do is create a duplicate of one of the four base units and have this be the parent blueprint for all your units. Add the floats as public variables to this unit.

That is disconcerting. I will have to look into it and see if I can replicate it.