[SUPPORT] Advanced Turn Based Tile Toolkit

Hey, glad you figured it out. Issues like this are generally caused by the animation and gameplay code getting different input. I recommend checking out my tutorial on the Action System where I explain how this works if you have not done so already.

As I explained to Locoweed above, these sorts of issues are avoided by making sure the gameplay code and action system get the same input. The action system is the most unorthodox part of the toolkit, but it has a number of benefits. Decoupling gameplay code from what is animated means that you can simulate several different actions over a single tick and then send a queue of actions to be animated sequentially. This way you do not need to add lots of delays, callback events etc. to handle the flow of the game. With the action system you can run all your gameplay code immediately without waiting and can have the action system take care of handling animating in sequence.

Though it is a bit of a learning curve at first I have found this to be much easier to work with than the alternative. It has the added benefit of keeping a clean distinction between server-side and client-side operation, and eliminates perceived animation lag in multiplayer games by having an animation system that receives action commands from the server, but that animate on each client independently. Check out my video on the action system for a more in-depth explanation.

Making a copy of the sprint ability and removing the code that adds the extra sprint range is what I would recommend.

Hmm, that is odd. Unsure what could be causing this issue. How is your grid manager set up? Have you enabled multi-level grids or TraceForWalls? Are you able to give me the repro steps for this issue?

What tiles can be moved between is defined in the GridEdges TMap in BP_GridManager. Each tile is represented by a key in the TMap and its connected tiles as a nested map of tile indexes and costs. In the case of opening/closing a door I would recommend using the AddEdgeBothWays function in BP_GridManager with the grid indexes of the tiles on either side of the door as input. When closing the door you would rather use RemoveEdgeBothWays. Note that if pathfinding has been calculated before opening the door, the pathfinding will not update automatically when you alter the grid, so you will need to run it again if you want it to take the changes into account.

The move and sprint abilities should have a public variable for this called MoveCostType which you can set to FromPathfindingCost.