[SUPPORT] Advanced Turn Based Tile Toolkit

Hello clutch, hope you’re enjoying the toolkit. The update I’m working on at the moment will include VR support, but it still far from finished.

For your camera question I would simply use a different camera than the default one. Here is the documentation page that describes how to setup a VR pawn (as B1337 suggested). For interaction with the grid you could then fire line traces from the motion controllers (using the PathTrace trace channel), get the hit location and feed that into the mouse click logic in ATBTT_PlayerController. That’s what I’m doing and it works pretty great.

For your second question I think you mean if you can get pawns to animate if the VR headset is close to them, am I correct? Something like if you look close at a pawn it would turn to you and wave (I had something like this planned for a game before). There are multiple ways to do this, but the easiest is probably to have a collision sphere around your VR headset mesh, have the units and the collision sphere overlap the same collision channels and using overlap events. Hope that helps!

I’m really not an expert when it comes to the rendering part of Unreal Engine. I haven’t experienced issues similar to the ones you are mentioning, but maybe I simply wasn’t paying attention to the shadows. I’ve been using two methods. One was scaling the units and grid, the other was changing the VR world scale. The chessboard demo, if you’re thinking of my old video, is simply a grid using tile meshes that are 1/100 of normal scale as the default grid mesh (this will automatically scale down the grid), and resizing the skeletal meshes of the units the same amount.