[SUPPORT] Advanced Turn Based Tile Toolkit

@Hinato: I’m not entirely sure what you’re doing wrong here, so I’ll ask some questions to try to narrow it down:

  • Grid Manager Ref has a default value, right? I know I keep asking, but I’ve done this mistake so many times myself.
  • Is the blueprint above contained within your door blueprint? How are you calling it? Have you tried putting a print string in there to make sure it fires when you think it does?
  • Edge Cost Open is a variable contained within your door blueprints? All edges are set to 1?
  • Why are you running pathfinding within your door? Why from index 0 with move 0? What are you trying to accomplish by doing this?

It might possibly help you to know the order in which I do things:

  • Edge costs of tiles are stored in their edge cost public variables that can be modified in the viewport.
  • When the game begins, the “Add viewport terrain to arrays” function is called within the Grid Manager, adding the edge costs of the different tiles to the edge cost structs contained within the edge cost array at the indexes corresponding to the tiles placed in the level.
  • When pathfinding is called it calculates a path based on the edge costs that are in the level at the moment pathfinding is called. If edge costs are changed after this, it will not be applied until the next time the pathfinding function is run.