[SUPPORT] Advanced Turn Based Tile Toolkit

Ok, sounds good. The grenade ability has a default charges variable. You can add the ability system to your units (or in the older toolkit version, rather use a unit derived from Unit_Skill), add the grenade ability to their starting abilities and set DefaultCharges to 0 in the grenade ability and they should start with a greyed out, unusable grenade ability. Then when a unit picks up a grenade you need to add one charge to the ability. For the new version of the toolkit this means updating the Charges array in the BP_AbilitySystem of the unit, but for the older version this means getting a reference to the correct ability from the AbilityRefs array of the unit_skill in question and changing the charges within the ability.

As for using the older version or changing to the new, it is a tough question to answer. I do obviously think the new version is better, as I would not have made it otherwise, but in truth you can do much of the same in the older and newer version (unless you want networked multiplayer). So since it might take some time before I’m able to make a lot of new videos because of the quickly approaching deadline for my PhD, the old version might be a better choice if you are new to unreal engine, especially for learning. Though if you have worked with the old version a bit and learned all you can from the old tutorials, the transistion to the new version should hopefully not be that hard.

Tell you what, if you want to use the new version and find something in the old tutorials that you are not able to get working with the new version, let me know here. I will do my best to explain how to achieve the same thing in the new version. Then I will post a link in the YouTube descripting to my explanation so that others can find help if they run into the same issues.

They are drawn in the AnimateAction event of the particular ability being used (for the example map this is BP_Ability_MoveAttack). Check out the SpawnTileMarkers event here, which calls on the SpawnTileMarkersAtLocations function in BP_GridManager which does the actual decal spawning.