Hi, I just bought the toolkit yesterday. Seems very flexible. I think I’ve got my head wrapped around it enough to ask some intelligent questions
First, is it possible to dynamically build the grid underneath the landscape at runtime? So, I want to do something similar to your hybrid map but I had a much larger world in mind. Just playing around with the grid manager, I can see that it limits you to 200x200. For what I had in mind, it seems like it would be more efficient to just spawn the grid manager when needed then destroy it afterwards. In my head, I picture most gameplay to be realtime but combat would be turn based. What I had in mind was when combat is triggered, the grid manager would spawn with a 20X20 grid and the player and his group at the edge of the grid.
Second, is it possible for static meshes with collision to automatically make grids they overlap impassable? This directly relates to the first question. Watching the tutorial videos, this looks like it has to be set up manually for each and every static mesh and these meshes would need to be placed “on-the-grid” rather than the landscape. I don’t think this would work for my purposes. It’s possible I just don’t understand how this part works. What I specifically had in mind were trees where I would want to just paint these on the landscape without having to make sure each one is perfectly placed in a grid square. Also, i want tree animations with wind, etc.
Looking forward to your reply.