Hi !
I am looking forward to your next 1.9 release of this magnificent Toolkit.
I have some concerns to plan another migration of our project, because we are already spending a considerable effort to migrate to new version with Action System (but results are encouraging: the network seems now very stable).
Anyways, we are planning in the very next future to put something very big in the grid, like Dragons/Wyverns ecc.
So… we are very interested on having the Big Unit functionality fully working and out of experimental.
Do you think it will be a great effort to implement new functions without importing the whole ATBTT 1.9 version the day it will went out, or shall we try to use and fix the experimental version?
If so, do you think you can provide some support to us in order to use Big Units in the actual version without breaking everything?
PS. To solve the “Owns Unit” macro dilemma that I explained some page before, we made two additional variables on the PlayerController: RelativeToServerID and RelativeToServerFaction.
These new variables, that are set through a RPC from Server->Client (Replicated to Owning Client), allows us to recognize who is the player that actually owns the unit in the game, and what is its in-game faction (IE. for 2vs2 games).
The above will be crucial the day we will use a dedicated server instead of having a Client being Listen Server for the game.
I hope some people here will use what I’ve found so far to have a more controllable owns unit method ![]()