[SUPPORT] Advanced Turn Based Tile Toolkit

Hmm, it seems that you are right. I sent an update to Epic and got a confirmation, but downloading it from the launcher it seems like it didn’t update after all. Thanks for letting me know. I’ll send them a new version.

This is a tough one, and one I have tried to solve previously. I have not really found a great way to do this. Best I have been able to do so far is to run pathfinding twice. First with all “bad tiles” blocked and then again with nothing blocked. I store both pathfinding results and when trying to get to a tile I first look at the blocked one. If the tile cannot be reached from it I check the unblocked. Works okay if all bad tiles can be considered equally bad and if there are few enough of them that you are unlikely to pass through multiple ones. For something more complex you could do multiple iterations with various types and numbers of tiles blocked etc., but it will quickly become expensive. If you find a better solution to this problem, please let me know. It is something I have thought quite a bit about, but unsure what the best solution would be.