@Ariegos: The toolkit is modular in design, so swapping out the AI controller with a custom C++ one should be relatively painless if you know how to use C++ with blueprints. The Fallout-style real-time/turn based combo is what I’m planning for my own eventual game, and is certainly possible. When in real time either use regular top down movement like in other real time games, or use my pathfinding with unlimited movement points depending on your needs. Then, when combat is initialized, get the locations of all pawns and populate the grid like I usually do in event begin play. If you allow units to stop between tiles in real-time mode you would also need to move all pawns to the closest tile, using a lerp or similar. So in other words, it takes a bit of work, but is absolutely possible.
In other news I’m still working on the 2D-template, which also contains lots of functionality that may be useful for all sorts of turn based games. I’ve just made a Fire Emblem/Advance wars style vision checking, that finds all possible visible tiles from all tiles you can move to. Since I can naïvely assume that all tiles that can be moved to can also be attacked I only do a vision check from tiles that are at the edge of the movement range, or adjacent to a wall (the same tiles that would be marked with an edge mesh in my last screenshot). This makes it a lot more efficient, but still quite a bit slower than my regular pathfinding/vision check combo. It’s still done in less than a millisecond on my desktop for the pictured example, but I hope to make it even faster.
One problem with the current solution is that it doesn’t work for troops that have a minimum range, as all tiles in move range might not be in sight range. That means that for such units I would have to calculate vision from all tiles in move range to achieve the same result. I’m unsure if I’ll be able to find a better solution, though pre-generation of movement/sight will make this a non-issue in games where units follow a predictable turn order.