Hi again . Thank you for your help on my last issue a while back. I also love the new update since everything definitely looks a lot cleaner and easy to use. For now, I have a question about pathfinding using the newest version.
My question is, is it possible to make the tile costs come from the unit rather than from the tile itself? For example, I would want one unit to be able to traverse water tiles freely while another unit would have a movement penalty on the same terrain. My original idea was to have a struct of integers representing the cost of each kind of terrain within the unit BP and an enum for the terrain type of each tile (forest, water, etc.) in the tile BP. Then I would be selecting the cost based on the tile’s enum from the values in the unit’s struct within the pathfinding BP. This approach ended up not working though, and I’m not sure if I was just missing something silly.
I am curious to see how you would implement this kind of pathfinding, as I am a bit stuck.