[SUPPORT] Advanced Turn Based Tile Toolkit

Thanks for your replies :slight_smile:

Would be perfect to figure out a way to move the grid and recalculate the reachable tiles and realign the tile decals.
Yap - we tried pregenerate gameplay grid, will definitely use that in the build version! No, currently there are not many foreach nodes in the blueprints.

The biggest map has a size of one squarekilometer - whilst our tiles are one squaremeter (half the size of ATBTT’s standard tiles). So we want the grid to be 1000x1000 tiles big. But of course it would also be nice to just relocate a way smaller grid as we actually only need a grid 128x128 sized grid for the combats, so in terms of performance simply relocating the grid to the player’s position when ever a combat starts would be great - but unfortunately we’re facing many problems when changing GridManager’s positon and it’s unclear which functions of e.g. SetupCoreBlueprints such as SetupCollisionPlane etc we need to call at what moment in order to get the grid align to the new location & it’s obstacles / heightmap.