[SUPPORT] Advanced Turn Based Tile Toolkit

Ok, let me know if you figure something out. As mentioned I want to look at this as soon as possible and make sure it is not a bug that is carried over into the new update, but I am away visiting the in-laws this weekend. I’ll get working on it when I return.

That is odd. From your screenshot it seems that there is a second problem as well, where tiles are not spawned at the first index of even rows. Does this happen in a fresh project? It looks like a bug I’ve seen before, but one that I fixed a long time ago.

Thanks for the suggestion, Malibu Lizard. This is something that several other people have requested and I did consider adding something like this to the game example in the coming update. However, I’ve had to stop myself from constantly adding new features so that I can get this update done. What was originally planned to be just a few small additions quickly ballooned into a big list of complex new features so that I’m way past the date I planned to release the update. I will be sure to put this on the list of things to add in the following update, though.

All these are good suggestions and are all related to giving the user more control over turn order. This is a part of the toolkit I’ve long wanted to make more easy to adapt and modify, so this is all on my to-do list. Though again not for the coming update, but the one after.

Thanks and you’re welcome :slight_smile: I first started making grid based pathfinding in UE4 mostly to test out the capabilities of blueprints and determine whether they could realistically be used to make a full game (early on there was a ton of scepticism regarding blueprints and people were saying that you should never use it for anything serious). My experiment got the attention of people on this forum who had thought about making TBS games and slowly grew into this toolkit. Blueprints are a fantastic tool for scripting and the way you create a visual layout of nodes seems to mesh well with my way of thinking and creative process. With blueprint nativization that was added a couple of UE4 versions ago the speed of blueprints has increased substantially, making it even easier to justify using blueprints for just about everything. I’ve become very good at certain kinds of blueprint scripting; mainly the parts involved with manipulating arrays, but I still have many areas that I know very little. Making this toolkit has made me very specialized, and I still have only novice to intermediate knowledge about animation blueprints, UI and material nodes, for instance. But as I’m beginning to become satisfied with how the underlying mechanics of the toolkit work I’ll be looking into adding features that require other such skillsets. Making a good UI for selecting units, ending turns etc. is one such feature.