[SUPPORT] Advanced Turn Based Tile Toolkit

Hey Curiosichi, sorry for the late reply. I was very busy yesterday.

Not to worry, I’ve identified the problem and it is already fixed in the WIP update. It is caused by me using the regular Set Visibility node instead of my custom one in one instance in the player controller. It is in a part of the graph which is very rarely triggered in the unmodified toolkit, so I did not notice the error message during testing. Since the error is rare and has no effect on the game, I won’t send an update to Epic just to correct this one thing, but it will be fixed in the next update.

You can do a couple of small changes that will hopefully give you your desired result. Firstly in the Skill_move blueprint in the Activate Skill comment box set the Move Range and Max Move inputs to Pathfinding to be equal to Current Move instead of [Current Move * Current Action Points]. This will prevent the yellow “sprint” tiles from showing and just find the tiles within regular move range.

As for making movement not automatic, you want to change this in the Event Graph of ATBTT_PlayerController_SciFi in the Begin Unit Turn comment box. Here, on activation, the first skill in the unit’s skill array is activated at the beginning of a unit’s turn (which is the move skill for all the units in the example scene. Remove the CastToSkill and ActivateSkill nodes from here and skills will have to be manually activated by clicking the skill bar.

Hope that gives you your desired result!