Ahh, thank you ! That makes a lot of sense. Thanks for the explanation.
Apologies for all the questions, but I ran into another one as a result of moving to a runtime grid generation system.
So I’ve made a Tile_Wall duplicate actor and added a bunch of functionality to essentially turn it into a unit factory. When I click on a Widget I put on top of it, a friendly guy spawns at the index in front of it. No issues there.
But the Tile_Wall can be walked through / into ingame, even though the edge costs are all 0 which should make it a blocker. I’ve made sure all the stuff in the construction scripts is copied over into the event graph and called when the tile is spawned, and it correctly snaps to its nearest tile and assigns that value to the “Index” variable. But it still can be passed through and walked into. Not sure if there’s an additional step I should be taking to make sure it talks to the pathfinding – any ideas?
Anyways, thanks again for the help my man. I hope I haven’t been too annoying with all these questions ![]()