Great to hear that it works! This was a very tricky bug to fix and I might not have discovered it at all if not for your help, so thanks to you as well!
As for your deployment phase, the first thing you would want to do is stopping the start game event in the turn manager from automatically running at startup. It can be called manually whenever you want it to, through a UI button or when a certain number of units have been spawned or whatever.
For spawning units during the deployment phase I’ve made it so that units are automatically centered on the closest tile and assigned a GridIndex value when you use the regular SpawnActor node, so that is the only node you need for that. The easiest place to add this is probably within the click and hover nodes in the player controller. I’m thinking of in the future to add a new ability blueprint that is used by default when there are no active units, which would might an even better place for this sort of functionality, but as long as you make sure the spawn nodes are run server side you should be good.
As for only allowing certain tiles to be selectable for deployment I would add a new Set to BP_GridManager containing the allowed grid indexes. When you attempt to spawn a new unit you would use the “contains” node on this set to see if it is allowed.
Those are the first steps I would do to add the features you are talking about. Let me know if you have any difficulties implementing them.
Hi HaxorViper. You are correct in assuming that the new update makes making simultaneous turns a lot simpler to implement. The devil is in the details, though, and certain forms of simultaneous turns are a lot simpler to add than others. If the “simulated” server-side actions are still run in sequence and they are just animated in parallel this is quite easy to do. You would just need to make sure that the actions are added to the action queue in the order they should be happening and set any actions that should happen alongside other actions to “withPrevious” in the QueueAction macro.
However, if things are happening simultaneously also when it is simulated you run into many of the same difficulties as in previous versions of the toolkit. For instance if you want a unit to move to an index and that unit can potentially be killed by another unit which inputs its action “after” this unit. but kills it midway though the movement you will need to make a lot of modifications to how actions are simulated. You would probably want to have a second step of simulation after the initial simulations where you look at everything that will happen one turn and modify what is happening based on how the simulated actions interact. This is quite tricky, but depending on just how interdependent everything is it should still be possible without completely altering the core of the toolkit.
In any case this is a pretty advanced modification, though, and one that I have not attempted yet, which means there might be other issues I am not seeing a priori. Since you are new to UE4 I would recommend you not to tackle this as your first task. Which is why it is great to hear that you want to make Fire Emblem style fan games first. If you complete and release a Fire Emblem style fan game you should have acquired a lot of knowledge both about the toolkit and UE4 more generally, and you should be well equipped to tackle challenging modifications like this.