[SUPPORT] Advanced Turn Based Tile Toolkit

No worries. Thanks for the explanation.

My blueprint is now this: Build posted by Studder | blueprintUE | PasteBin For Unreal Engine

And I check in “CheckIfValidTarget” if the player can move to a tile or not.

I still have a weird issue though that sometimes when I place the second mesh next to a player the blue markers for this player gets on top of the first mesh instead of the second mesh this doesn’t happen if I place a second mesh that’s not next to a player. You are correct that the player can only move 1 mesh up at a time and can move from second mesh to the floor directly.

I tried adding the Z location of the grid location like I think you said :slight_smile: but that gave me some weird results. Resulting the marker being two times above the meshes.

Another thing I am having trouble with is figuring out how you can end the turn of the whole faction.

Following situation:

I have two players. Each can control 2 units in 1 turn. But they can only use 1 unit each turn. I had no idea to switch between units inside factions so it’s now an ugly hack to switch between units in a faction.

When I click on a unit if it’s the same faction then it’s switching to that unit.

Now what I want is when ever a player end it’s turn it should always go to the other faction. This works some what if use “End Entire Faction Turn” in the ReactivateActiveObject but this only seems to work if I don’t switch between units in a turn. If I switch between units in a turn and end a turn it is possible to go to a unit’s turn in the same faction which I don’t want.

You have any thoughts how to approach this?

Sorry to bug you but one other thing :slight_smile:

I want the player not to walk to another tile but to gracefully jump to another tile. I tried some attempts to do it in BP_Unit but I don’t know how I would get the ClickedIndex in there to know where the player must jump to.

Thanks in advance!!