Hey, so it seems like you want something like the 2D map. The way this is done in the 2D map is first, that only the player unit is added to InitiativeOrderActors in BP_TurnManager at the start of the game. The player unit is thus the only unit that will be activated. Next, the unit uses the BP_Ability_FreeRoam ability. This is an ability that never runs out of AP and that can move any number of spaces. This is probably not what you want in your game, since you always want to show the blue tiles.
I think using ATBTT’s stealth system should get you pretty close to where you want to be. Add the BP_GridManager_StealthSystem component to your Grid Manager. In its properties set UnawareFactions to the factions of your enemies. This will cause them not to be added to initiative at the start of the game. Next you want the enemies to be added to initiative when they detect the player. You can do this by calling the WakeNearbyUnits function, which can be accessed in BP_Ability and its child blueprints. The stealth system will also automatically let enemies detect your units when they move. Check out the EventGraph of BP_StealthSystem where you can change the ranges at which units will hear or spot units.
Hi, sorry that you are experiencing this issue. I am not able to reproduce this bug at my end. Does this happen with a fresh, unmodified project built with the newest version of ATBTT? Could you tell me the precise steps I need to do in order to reproduce the issue?
Ok, thanks for the patience. I’ll try to get around to this soon. While trying to find a solution to your question I ran into an issue with the health bar UI which I need to fix in order to help you, so it will take some more work.