[SUPPORT] Advanced Turn Based Tile Toolkit

For the skeletal meshes, you can’t simply add the blueprint you bought on the marketplace as a puppet. You will have to do some manual work. I recommend checking out my three “Puppets” videos on YouTube. You should watch all three, but the last one goes into how to add puppets with non-standard skeletons.

For the issues you have with walls it is still hard to know what might be wrong here. Here is how I would do it, building upon my tutorial. If you are doing anything differently, please let me know. Using the terrain system you can define for each unit what terrain they can move through. So to have walls that flying units can move through I would create a “Wall” terrain type. Flying units would be set up so that they are allowed to pass through the “wall” terrain type, while other units would not. The walls would just be Grid Actors that add Wall to the GridTerrain map variable at the appropriate tiles. This would not be a tile actor that has any edge costs set up or that has collision blocking the Wall channel. Is this what you are doing?

Hi Dijon, long time no see! What you are describing sound very doable in ATBTT. That is just visual stuff with no impact on gameplay, and the way ATBTT keeps visuals separate from gameplay code means that you don’t need to do any major refactoring in the code to set something like this up.

Changing the move marker to a cylinder is trivial. Just replacing the mesh in the GridUI you are using. Showing the ghosted mannequin will take some more work, but the principle is similar to how I show the hover meshes arround surrounding tiles. You could use the same setup I use for finding which adjacent tiles have cover and then place and animate the ghosted mannequin as appropriate.

Note that in the last update I added crouching animations for when a unit moves into cover (in the new Demo map). This should give you a starting point for adding your own cover animations.

1 Like