As for your specific questions, for the first it seems you want to use the toolkit’s heightmap system to automatically generate a walkable grid on top of a terrain mesh, is that right? If so the variables you need to modify is in the public variables of BP_GridManager; more specifically in the Procedural category. If you set the heightmap variable to OneLevel the toolkit should automatically use line traces to create a walkable grid on top of your terrain, as long as you have set up GridSizeX and GridSizeY to size the grid appropriately and placed the terrain to overlap the grid. There are many variables to tweak in the Procedural variables, including how high and low UE4 should fire line traces to search for terrain, how large the height difference has to be between two adjacent tiles for movement between them to be disallowed etc. Play around with those and come back to me if you’re not able to get the desired result.
As for introducing your own units there is not really anything special you need to do. The base unit, BP_Unit, is set up to work fine even without adding meshes or anything, so it works just as well if you add a box mesh or whatever you want to it. BP_Unit_Anim is a child actor of BP_Unit I have made as an example of how to use a skeletal mesh and animations within a unit and if you were making a unit with a skeletal mesh I would recommend making a duplicate of this and modifying it as you see fit. For something like a vehicle, however, I would create a fresh child actor of BP_Unit and add your meshes. Then you can look at BP_Unit_Anim for ideas on how to add specific stuff. One thing to keep in mind is to not have the meshes block PathTrace or RangeTrace in the collision settings of the mesh, or you will see some weird pathfinding and visibility behavior as the toolkit will think the top of the unit is the center of the tile it stands on, and its own mesh will block its line of sight.
Hope that helps!
Hi again, thanks for the help, I got the mesh working now, It was the heightmap setting under Procedural.
Dont worry about the tutorials, remember I am completely new to the Unreal engine and editor.
Now I will proceed to mess with all the other stuff, most likely Ill break it in all sorts of impossible ways