Sorry for the late answer, people. Been busy with the baby, and the questions here were tricky enough that I had to test some things in engine before I could answer. Ok, here goes:
So for the camera issue, the camera panning when shooting a laser does not seem to play nice with the camera interpolation between thrid person and top down. Did not have time to fix it properly, but you can simply disable camera panning in the laser ability to prevent the issue:
https://i.imgur.com/pqCfrmq.png
for your second issue, this seems to be a more general ATBTT issue. I do not automatically setup the ability system component for units spawned at runtime with this component. You can modify the unit spawning code so that it is properly set up, like so:
https://i.imgur.com/c42EsnH.png
Hope that gives you the results you are after!
Hmm, ok. So you have a pretty strange setup, which I guess might help explain this issue. Wait for Ongoing Actions works great if there are actual actions to wait for. But if your enemy units only have the heal ability and there is nothing to heal, they will never queue any actions on their turn, which might make it possible for the turn manager to skip between the units more quickly than I intended. This is an unforseen effect of when units have no valid abilities. I will need to look into this a bit more closely to figure out a good solution. Until then, could you describe why you need unit selection to wait for ongoing actions in your particular game? Helps for me to know the possible edge cases when I’m making changes like these.
Hi Lux, noone who makes a game like the one you describe has asked for support in this thread, so you won’t find answers to your specific questions in earlier posts. I’ll see if I can help you though.
Yes, that is as simple as checking the “bAIControlled” bool in the unit blueprints.
This is more of a general UE4 data question than an ATBTT specitic one. UE4 does not have any built-in functionality for reading external text-files that I’m aware of. I did code this for a project I did at work in C++, so it is possible, though. Probably simpler if you can format it in a way that you can import as data tables. As soon as you have access to the data there are various ways you can set things up so that what abilities a unit has is defined in the data tables. Could be simple or difficult depending on exactly what you’re after.
That should be simple. Loop over all actors and log their health and status effects.
This one I don’t really understand. Could you give some concrete examples?
Really curious what sort of game you are making here. Are there any published games similar to this that you can mention?