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Thanks for the suggestion, though I have more than enough other tutorials planned, so I don’t really see myself making tutorials to integrate the toolkit with other marketplace assets. At least not any time soon. I might do one on the toolkit’s procedural walkability generation more generally, though. What you need to do to get the toolkit working with any sort of procedurally generated map is to make sure the grid of the grid manager and your procedural map is aligned and of the same scale and that the grid manager is large enough to cover the entire potential area of your map. Then you need to make sure the procedural map is generated before the grid manager is activated. Then have all meshes of your map that can be walked on block the PathTrace channel and all meshes that can block movement block the WallTrace channel. Lastly set the Heightmap variable in the grid manager to either false (if your map is flat), one level (if it is not) or multilevel and set TraceForWalls to true. Toy around with the other values under the procedural tag to get the desired effect. Hope that helps!
I think you used a different name in our e-mail exchanges so you will have to remind me. I’m happy to hear you like the update, though! Thanks for pointing out the various issues you found. All the things you mentioned are indeed mistakes and I will add them to the list of stuff to fix for my next hotfix.
As for initiative order, it does actually work like before. It is just that the example map uses the BP_Unit_Anim_Auto actors. I made this actor as a replacement for the four different ranged player, melee enemy etc. units I used to have. They are just like BP_Unit_Anim, but their materials are set to green or red depending on their faction and their animation blueprint is changed to the ranged one if their range is higher than 1. Also, their initiative is set automatically to 0 for enemies and 1 for players. I feel that this unit might be more confusing than it is helpful, though, particularly as it is used in the basic example map. I’ll probably go back to the older version of doing things in the next hotfix. So to answer your question, if you want to be able to modify the initiative value of units do not use the BP_Unit_Anim_Auto class.