Great to hear that you like the new changes. Makes me feel all the time I spent shuffling things around was worth it. I’m a but confused about your recommendation for a migration document. You’re speaking in the present tense as if I have already written one? Are you thinking of the one I wrote a few posts up? Or is this something you want me to write? In that case what would need to be in it? Simply describing in what separate blueprints the various parts of Grid_Manager is now located?
Hi Spunkify, glad you’re interested. If you’re talking about multiple units per tile in the style of Civ V that’s really mechanically just one unit with the number of displayed units as a sort of a health bar. You would achieve this by creating a duplicate of one of the units and attaching a few more skeletal meshes. You would then set up the blueprint to play death animations and destroy some of them when the unit is damaged. Destroying units in the back when attacked from behind should be possible by getting the look at rotation of the attacking units towards the target and comparing it to the yaw of the target. Then you would make that output interact with the targets blueprint to decide what skeletal meshes are destroyed.
The easiest way to have multiple different kinds of units on the same tile would be to have a separate pawn array for aerial units. This requires you to add new blueprint nodes checking this array whenever you would normally check the regular pawn array.