Hi, so I’ve recently started tinkering with the Advanced Turn Based Tile Toolkit, and in doing so a question has come up that I haven’t been able to find an answer to in reading through the thread thus far. I should note that I’ve an extremely limited understanding of UE4 and its machinations as I’ve only recently begun learning the how-to:s of the engine and working with blueprints, so bear with me. In any case;
I’ve created a project using the ATBTT package, after which I went on to try creating a new level in which I’ve placed the grid manager, grid camera as well as a single player-faction melee character for testing purposes. When I hit play the camera ended up fixed at what appeared to be the grid manager’s origin point (0, 0, 0), regardless of how I moved the character. After some tinkering I ended up manually reseting the “BP Grid Camera Ref” to the current area’s “BP_Tile_Camera” object (even though it was already set to that). When I did this, the camera instead only displays what the editor’s camera position happens to be when I hit play, which makes even targeting tiles to move to difficult. In either case, I’m wondering if you know of a reason or something I’ve missed (the likely scenario here) which would cause this issue to occur, and how I can go about setting up the camera properly in a newly created level.
It’s worth noting that right now the sample map and new map both have grid managers and tile cameras. Is this a problem? Do they need to be named differently to avoid conflicts? Am I just being silly? It’s also worth noting that I’ve imported another content package into the current project, but none of that content should influence any of the ATBTT functionality (and I’ve removed all the other content and tested again to make sure of this).
I’m at a bit of a loss, and I’m sure I’m just missing something glaringly obvious here as an UE4 beginner. Any help/pointers is much appreciated. Thanks!