[SUPPORT] Advanced Turn Based Tile Toolkit

The touch controls in the player controller call on the BP_AbilityBase functionality of whatever ability is active, designating whether there is a touch input. This touch input is used for a line trace on the PathTrace channel which returns a location that is converted to a grid index in the same way a clicked location would.

Sometimes this is just an issue with UE4’s terrain system and you’ll have to rebuild it. It might also be the settings of the grid manager. Is Heightmap set to true and MaxGridHeight set to something higher than the highest point of your terrain?

This seems like a cumbersome way to do this. Rather than removing the units after initiative is sorted, instead modify the initial function that sorts units in initiative so that units with the boolean variable unticked are not added.

Yes, they should be able to do all of those things, but maybe I’ve broken something by accident? Is the regular BP_Unit also not functional or just child actors based on it?

Blueprint interfaces are a super handy way to have “shared” functions between different blueprints, where each blueprint has a separate implementation. Say that you have an “Interact” interface. In a first person game every time you click the mouse you can do a line trace in front of you and try to run the Interact interface on whatever actor the trace hits. Doors and light switches can have different implementations of the interface function causing them to open or turn on, respectively. This way you do not have to loop through every possible object, cast to them and attempt to run their specific functions. Also, if the interface call fails, nothing bad happens, and it is more efficient than casting. They are super handy, so check out the official docs here: https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Types/Interface

Hey Locoweed, this is a pretty generic question that does not just relate to the toolkit. One way to do this is to define a quit input event in the project settings, define a behavior for this event in BP_PlayerController_ATBTT and call the Quit Game function: Quit Game | Unreal Engine 5.2 Documentation