Hi RTE, how difficult this is to achieve depends a lot on your desired end result here. The GridUnits array only supports one unit on each tile by default, but you can work around it in various ways depending on your game. Could you explain a bit more about the purpose of this in your game? Are units to be “grouped” on a tile, which can then be moved as a single unit? Should they all be selectable individually once they are all on the same tile? If so, how are you imagining the UI and input would be to convey this to the player and allow him to select one of the units? Be as specific as you can on these things and I will think up a recommendation.
Great to hear! I always hope that my toolkit is a good learning resource for blueprints more generally.
Unfortunately, there is not really any simple way that does not require significant work. You will have to do most things manually, and how you go about this depends a bit. For very minor updates like my last one, the simplest way is to create a fresh ATBTT project, do a blueprint search for the version number (2.61, in this case) where I have marked the changes and copy the relevant blueprint changes to your project manually. For more substantial ATBTT updates you might want to go the other way (since you know your own changes best), migrating and copying your changes over manually. I’m sorry that there is no automatic merge function, so for any update you will have to consider the magnitude of the changes and if updating is worth the work it takes.
There are two main ways to save progress in UE4: GameInstance and SaveGame. GameInstance is initialized when a client joins the game and is maintained between levels. You can use it to store the data about your units when transitioning to a level. Then when loading a new level you would get the GameInstance, get the variables you’ve stored there and create/update your units from there. SaveGame works similarly, but creates an external SaveGame file that is maintained even when exiting the game. You use LoadGameFromSlot to access the data you have stored there. These are general UE4 features, so I recommend looking up the documentation and various tutorial videos that exist out there.
Nothing wrong with doing that, if they work the way you want them to in your game. Sounds like a decent fit for a HoMM-style game.
It is a long work in progress that has gone through many prototypes. I want to make sure the game is really fun and interesting before I take it beyond the prototype phase. I have some ATBTT prototypes as well as some paper prototypes that I can play with friends as a board game (great way to have rapid iteration and get feedback early!).
The game is a run based TBS all about fast and tactically dense combat, where all abilities are decided by the loot you find, creating wild and emergent synergies that change each game. If I try to compare it to existing titles it is a bit like a cross between D&D and Into the Breach, but it embraces chaos and unpredictability in a vein more like the Binding of Isaac.
It is also inspired by some of the higher level design principles of games like Dream Quest/Slay the Spire (the test-your-luck synergy building aspects, not the card mechanics). Game is a long way off, though, but it is a blast to work on
Thanks!