[SUPPORT] Advanced Turn Based Tile Toolkit

I’ve sent a new update to Epic updating the toolkit to UE4.13. This is not the big feature update I’m working on, but does introduce several minor fixes. The biggest change by far is that ATBTT now supports blueprint nativization. If enabled when packaging this causes massive improvements in the performance of some blueprint. I’m talking 50 times(!) quicker in some cases. Hope you guys like the changes!

From the changelog in the second post of this thread:

v1.61 (being processed by Epic)

  • UE4.13 support.
  • Now supports blueprint nativization causing massive performance improvements when packaging.
  • Custom Pathfinding types were not working in AI controller. This has been fixed.
  • Spawn Unit and Move Unit on Grid functions now take into account the location of the grid manager if it is not at 0,0,0.
  • The blueprint name for the sea-monster head in the 2D game example was too long and caused issues when packaging. Name has been shortened.
  • Pathfinding per tick caused issues for child actors based on BP_GridManager. AI controller has been altered to not use the per tick function by default. Using it should still not cause any issues if using the BP_GridManager parent blueprint.
  • Walls in the heightmap example were not turning translucent on mouse over as intended. This has been fixed.
  • Free roam mode now takes into account custom pathfinding.
  • Red “tiles in range” markers no longer appear under the current unit.
  • Changed the function for determining if the game is over once only one faction remains. This still causes problems after nativization (see known issues above) and is thus disabled by default at the moment, though can be activated by setting nativization to false in BP_GridManager.
  • All tiles now cast shadows as if static by default, improving performance.