[SUPPORT] Advanced Turn Based Tile Toolkit

Good news, everyone! Version 1.8 of ATBTT is finally done! It has been almost a year of work and I hope you are all going to like it. It is still being processed by Epic at the moment, but it should be live soon.

This has been a complete refactoring of the toolkit, so I’m afraid that converting old ATBTT projects to this new version will be difficult. Also, my tutorial videos are now all somewhat outdated (I’m making new ones, though. See below). For all of you who have put a lot of work into projects using earlier version of the toolkit, do not fear. I will continue to provide support for these versions, and will help if any issues arise when converting to newer versions of Unreal Engine.

I have spent the last few weeks extensively bug-testing, but because of the huge change this update represents the toolkit is likely to be less stable for a while, If any of you encounter any issues, please let me know and I will try to fix them promptly.

It is worth noting that some features present in earlier versions are not present in the new update. This is mostly because I was not happy with their current implementation, but overhauling them would be very time consuming and thus delay the update release date further. However, I will be adding these features back later. Most notable missing features are the 2D game example, displaying all possible tiles in sight range (accounting for movement) and displaying tiles in range as a frame.

As mentioned I’ve made and am making new tutorial videos. So far I’ve made three videos describing one of the biggest new features of the toolkit, which is the Action System, a collection of blueprints that handles animating actions in sequence. Here the first of these three videos.

UE4 - ATBTT - The Action System - 1/3 - YouTube](UE4 - ATBTT - The Action System - 1/3 - YouTube)

The number of changes made in this update are much too many for me to list, but here are the hightlights:

v1.8 (being processed by Epic)

  • Networked multiplayer support.
  • “Action System” for handling sequences of animated actions.
  • Transform-independed grid manager (allows for scaling and rotation)
  • Changes most grid-sized arrays into maps, reducing memory usage.
  • Multiple performance improvements, including less reliance on ticks and casts.
  • Initiative bar.
  • Ability system made default. Replaces much of the functionality in player controller and ai controller.
  • “Simple” edge array option for tiles with a single cost value.
  • Join server and host menus.
  • Renaming of most functions and variables to better comply with Epic’s scripting standard (shoutout to @ for his invaluable style guide.
  • Updated folder structure.
  • General reorganization of functionality to better comply with UE4 standards (use of game mode, game state etc.)