@Delak606: Hello . I’m not sure I undestand your first question. By default the toolkit supports teams of multiple player units, if that’s what you’re asking? The built-in group management system is very bare bones, as I want it to work as a base that is easy to adapt. By default units act in an order determined by their initiative attribute. You can also switch between units by clicking them if you have enabled this option. Displaying turn sequence similar to Divinity:Original Sin or Temple of Elemental Evil (love both games, by the way) is just about the UI.
I’ve thought a bit about how I would do something like this. The array keeping track of the initiative order is in ATBTT_GameMode. It is an array of actors of the class Unit_Parent. For a UI showing the initiative order I would add a new variable to Unit_Parent containing the UI image of that unit. Then in my UI blueprint I would have a widget containing a number of images determined by the size of the initiative order array and populate it with images from the image variable of each unit. That is my hunch of the best way to do it, in any case. I might experiment with something like this myself in the future.
@MicahM: The toolkit is not set up to be real time, and changing it to something else will be quite the challenge. After the addition of blueprint nativization in UE4.12 I have been playing around with the idea of adding support for real time gameplay, but I don’t feel that is something I can focus on until my next update is done. Before nativization I would not recommend trying this, as the blueprint based pathfinding was not efficient enough that I would want to have tens of actors using pathfinding at the same time. After nativization improved pathfinding speed by roughly a factor of 50, this idea has become a lot more tempting. Changing the toolkit to accomodate this will be a big challenge, as mentioned, but I can tell you where I would start, at least.
I would probably have individual Can Move To arrays, Tiles In Range arrays etc. for each unit (stored in Unit_Parent) so they don’t override each other during gameplay. When a unit moves I would update its index continually whenever it enters a new tile (I did add functionality for this a few updates ago, which is contained in the event graph of Unit_Parent. It must be enabled, though). Then, whenever a unit is going to enter a new tile I would check if the tile is still unoccupied (which it should have been during initial pathfinding). If it is occupied I would run pathfinding again to find a new route.
There might be many problems with this solution that I’m not seeing as there would have to be made a lot of changes to the toolkit for it to work. If you want to try to add this I wish you luck, but you should be sure that you know the toolkit through and through before you attempt it. I will of course be providing support along the way if you do attemt to make such a change. Like I said, I might want to attempt something similar in the future.