Any tips where the function “Find best tile from which to use skill” gets the reachable (walkable for AI in current turn) tiles from? Looks like it uses either “max move” or “current move” value to get those tiles. But the system I’m trying to set up is that if you spent all your action points on move (1 tile to move = 1 action point, pawns have 4 AP and 4 of max/current move) - you cannot attack anymore (like old fallout). So reachable tiles for that function should be more like “current move” minus “action point cost” of the skill. Is there a good way to set reachable tiles in the function without changing things in the very basic Grid Manager? As it seems to lead there if I want to set things my way.
Update: found a fix myself. In the function “Find Priority Value of Tile” of “BP_Grid_Manager_SciFi” I set temporary local value of the furthest tiles to low amount so AI does not consider those tiles a good move target.