Alright, I think I will redo the characters and animation blueprints then. I think now that I know more how to do it, it won’t take too long. Always worth to take the longest but best route specially in the beginning I think
Yeah, I actually found that exact function but couldn’t really get it working until I read your message here. I did it like this now
Since I have my bDeployable inside the BP_GA_Tile_Hex I still do need the reference, correct? To be able to make the check if bDeployable is true or not. As I’m writing this I see that I’m doing that check (of course) before even creating the map so you are correct, the set would do fine and then just check contain versus the hit tile index… It’s so useful “talking” about this stuff, then you realize where you are making your thought error
Thanks man, got it working now!
Will be back on the next day I get a few hours or mins to keep working with alot more questions, I’m sure of it