[SUPPORT] Advanced Turn Based Tile Toolkit

Hi again. Firstly for the lagging health bar problem I’m guessing you’re modifying Current Health properly, but are doing something wrong in the Set Scalar Parameter Value part, so that the actual visual representation of the health only catches up when Set Scalar Parameter Value is called at some later point. Does this part look exactly like the one in 's screenshot in your blueprint?

Is what you’re saying that empty tiles seem to be placed on top of the trigger boxes, meaning that actors moving to tiles with trigger boxes walk upwards to the top of the boxes? If so I’m guessing you’re using “From Tracing” heightmaps and that the traces that detect which parts of your map are walkable are colliding with your trigger boxes. This can be fixed by making sure collision on these tiles is set to ignore the PathTrace channel (you should also set ti to ignore RangeTrace or your trigger boxes will block line of sight)

Your solution for teleportation looks reasonable enough, but you need to update the position of the unit in the underlying grid arrays as well or the Grid Manager will still think the unit is still at its old position, which will lead to some weird results. I’ve created a modified version of my Spawn Unit blueprint for you that moves a unit on the grid. Note that this function should not be used while the unit is moving, but after it has finished its move. Here are screenshots of the function (I’m not able to upload it to BlueprintUE for some reason):

First Part:


Second Part: