[SUPPORT] Advanced Turn Based Tile Toolkit

Hi again. It is still a bit tricky for me to know exactly what is happening here, since I don’t know how the asset in question works. That they have hard coupled a quest system to the pawn class seems a bit weird to me, but I guess I’ve heard of worse coding. I can only make guesses here, but I’m guessing that you are supposed to move into some trigger which activates a quest UI or the like?

I think this might be easier to solve on Discord, where we can go a bit back and forth and we can try to figure out what is the relevant part of the code together. Check out the original post of this thread to find it.

As for casting the player controller, that all depends on what you need. If you only need to access functionality that is contained in the base PlayerController class, no need to cast it. If you need any of the custom stuff in PlayerController_ATBTT you’ll need to cast to it (or use an interface).

Hey, have you tried to run the MPSpawn example map? It lets multiple players join the same map and only starts the game once all have clicked to start. It seems like your question might be more about general networking than anything specific to ATBTT (might be wrong here), so make sure you know how to set up such a map in a simple project without ATBTT first. Then you can see if you run into any ATBTT specific problems that I can help with.