[SUPPORT] Advanced Turn Based Tile Toolkit

Hmm, hard to know for sure without testing (and time is a bit tight atm), but I can tell you what I would test first. Does this work with regular BP_Unit_Anim units? If so, this might be tied to the ability system.​

Thanks! I’ll try to respond when I’m able, but my responses will likely take longer for a while, and I might only rarely have the time to test stuff myself in engine.

Thanks for chiming in with the suggestion. Personally I would keep it to arrays as much as possible. Checking the GridUnits TMap before spawning would ensure you don’t spawn on top of any existing units. Checking GridLocations ensures there is a valid tile there. Checking GridEdges you can check that there is a tile there and that it is connected to at least one other tile.

Thanks for providing the video. Unfortunately I’m still not sure what the issue could be here. Some unpredicted interaction between the experimental hybrid code and the advanced ability system that I have not tested for. I would have to test this out myself. I will try to get to it as soon as possible, but it might take a few days before I have the time.

I think shutting off the AI Controller and starting it up again should be simple, though I cannot be sure without knowing your exact setup. Isn’t a simple UnPossess call working?