Ah… I thought pregenerate is needed to me, but it was wrong. After I hear your said, specially “this only works in the editor”, I decide to turn off pregenerate. That problem is happened just when I turn on pregenerate. At now, there is no problem. Thank you!
I had to tell you more clearer. I’m really sorry. It’s my bad.
But if you have more information, there will be better, as my thought. I heard that - there is always potential possibility about hidden bug, So information about bug always has own value. I heard like this, from programmers nearby me. In this reason, I will tell you about this. If you don’t need, just forget it.
- Install unreal engine 4.17
- Create a project with ATBTT.
- And open the project.
- You can see Map_Grid_Example.
- Select grid manager, and set these option at same time, in grid manager.
-
Pregenerate Gameplay Grids
-
Heightmap (to one level or multilevel)
- And Play. Then, these symptom will be happened.
-
Character can not move anywhere.
-
Markers had to be appeared where character can go to. But There is no marker.
-
When I move mouse cursor on grids, spline had to be displayed. But it is not displayed.
If just one option in my describe below is set to turn off or set differently, at least, then character can move, and grid manager will work correctly. For reproducing symptom, these combination is needed in grid manager, in old version.
- Hex grid (Already on in Map_Grid_Example.)
- Set SM_Tile_Hex as default mash. (Already this is set in Map_Grid_Example, too.)
- Pregenerate Gameplay Grids
- Heightmap (to one level or multilevel )
Really really thank you so much for your words, and your understanding. You won’t know how much your words are helpful for me. In fact, last night, I tryed again to understand latest version of toolkit, with some courage. I feel - maybe I can do what I did more faster than my thought, with toolkit with multiplayer functionality. It might be possible for me, to make fog of war, with updating with character’s each move for one grid to grid, as same as my work, with ability system in latest ATBTT, in my thought. I decided to try it.
Added by edit: I’m looking at BP_StealthSystem now. For fog of war, here looks better start point than ability system.
I described at upper more details, but at now, I decide to not use pregenerate function. Do more work would be not necessary, as my thought.
Last three weeks was magical time for me. Rollercoaster of emotions, lots of things learned, happiness when I see what I did works well… how addicted!
I can totally understand your said. Maintaining two different version will be nightmare for you. And someday, or more sooner, maybe that performance will be need for me, too. I agree you totally. And from your point of view, making your own game, must be most important thing.
Thank you very much! Your words make me more confidence!
There is something like sound of cooling fan in your tutorial video. In my thought, change of noise looks like to disturb making subtitles. It’s just my guess. If I am you, I will make that video again, with the same content, and with keeping mic away from PC. Just consider it please.
Still, I don’t know whether… it might be good for me if I try to latest ATBTT with multiplayer functionality. Or keeping work with old version might be better for me. This is big worry for me. But, I have more understanding about blueprint, and unreal engine now, unlike when I started this. I have liitle bit deeper understanding for ATBTT, too now. As like as starting this whole works was tough, but as like it was good challenging and good experience for me, It might be good experience for me, too. Or it would be not? This makes me headache, painful, but anyway I had to make descision… I will try to make same thing with latest version of ATBTT.
There is another reason why I want to try latest version of ATBTT with multiplay functionality. I want to make all player unit move first at same phase, and then enemy moves happen next. But this is already made in latest version of toolkit, as “BP_TurnManager_Strategy”. And, when I make that fog of war, the performance issue make me difficult. In old version, by using your slow loop, I solved this. And I had a thought to modify old version like latest version in just only grid manager. As my thought, latest version looks got more performance than older version. If I success to understand and to use latest version, I don’t need to optimization work in old version. In this reason, trying to latest version looks better… If my thought looks wrong to you, please tell me.
Thank you for all of these. If I have something to ask, I will post again. Thank you!