[SUPPORT] Advanced Turn Based Tile Toolkit

The AI loops through all its abilities and generates an estimated value for each. It chooses to use the one with the highest value, but if none have a value higher than 0 they just skip their turn. If they have no abilities they should just skip their turn.

The tiles in the included abilities are either instanced static meshes or decals. The ISMs are especially tricky to modify one at a time, but it can be done. You can loop through all instances and use GetInstanceTransform, removing or moving the ones over a certain height. You cannot just hide ISMs, though. One option is to have separate ISM components for each height level, so you can destroy/respawn all tiles at a certain level, but again you could not hide them and would have to store their locations somewhere so you could respawn them. It might be easier to switch to regular static meshes, which can be hidden. While spawning them you could populate a map with grid indexes as keys and static mesh references as values. That way you could look up their grid indexes and hide/reveal them as appropriate. All of these methods are a bit awkward, but it is the best I can think of at the moment.

Anchor offset should not affect it. That is just if you want to offset all tiles, which is currently only used for multi-tile units that have a center between tiles. I’m guessing you’re not passing the vector locations to the action properly. Not sure what could be wrong here. Could you screenshot your setup and post it here?