[SUPPORT] Advanced Turn Based Tile Toolkit

Just letting you know that I’ve now confirmed this bug and am currently working on fixing it. Cannot give you a quick solution at the moment other than having show default tile set to true and then hiding the grid manager immediately after begin play.

Thanks! Yep, this is the best place for it.

Ok, I’ve been waiting for these sorts of reports. I was expecting there to be quite a few bugs showing up after release, even though I spent a lot of time bug testing. I always forget testing the minimum range stuff… I’ve confirmed that these bugs exist on my end and I’m working on fixing them now. Thanks a lot for reporting these to me. As for your last issue, that is to be expected. Big unit support is highly experimental at the moment, and I would not recommend using at the moment unless you are very experienced with the toolkit and UE4 and are prepared to do a lot of work yourself. In the next version it should work out of the box. I’m moving the Size variable into an “experimental” tag for the hotfix I’m working on now to make this clearer.

Edit: Here is a fix for the issue when move is set to one (in the event graph of BP_Ability_MoveAttack, in the Click comment box)

Multiplayer works now if you want to test it out. One player acts as the server, while others are clients. It is currently set up to work with Steam by default. Set the startup map to the multiplayer menu in Maps/MP, package the project, run it on two computers logged on to two different Steam accounts (the download region in steam settings must be the same for both machines. A quirk of UE4 test builds) and it should work just like that.

The unit blueprint is referenced all over the place, so if you create a new class instead of a child of the unit blueprint you’re going to get into all sorts of problems. Instead, create a new child blueprint of BP_Unit. Then place a static mesh component into it and you are almost done. There is one thing missing to make it work, and that is to make sure the OnHit event dispatcher is called at the same time as when an attack is shown to hit. If you do not call OnHit when using the default attack abilities, the game will not progress after you click attack, as it is waiting for the attack animation to say that it has hit. I’m adding a call to OnHit in the event graph of BP_Unit for the hotfix to make this clearer.

https://i.imgur.com/4TYIl0k.png

I’m on to fixing all the issues you have listed now. I’ll get back to you both when I’ve found solutions to them.