[SUPPORT] Advanced Turn Based Tile Toolkit

You misunderstood me. If either edge is 0 it should be unwalkable. Note that this is going to change in the next update when only the edge of the tile you are leaving is ever checked.

If what you want is a platform that is walkable with no other tiles in the game walkable it should be enough to make every edge under the platform 1 and every edge not under the platform 0. This should work for what is currently on the marketplace.

That is a very good idea, and I’ve thought about it before. It is on my list of things to do. For now you can do what I have done. In BP_GridManager when pressing a key of your choice, run the Get Hit Tile and Location and Index function and use the outputted index to get that index from the edge array. Then print all of these edges so you can check them during runtime. Note that which edge is east/north/west/south might not make sense to you. I don’t think there is one direction that is more obviously “west” in the viewport so it was chosen fairly arbitrarily when I first made the toolkit.

Hmm, I don’t really think it should matter. I’ve used child blueprints of both of these myself when making my example game without any issues. The reference to BP_Grid_Manager is set in ATBTT_GameMode by getting all actors of type BP_GridManager (which should include any children) and setting the reference to the first BP_GridManager found (since there should always be only one). I can’t be absolutely sure though.

Like I said I would first check that all tiles under the platform have edges of 1 and all outside have edges of 0. Note that you will need to run pathfinding again any time you modify the edge array. Pathfinding only takes into consideration the values of the edges at the moment pathfinding is run.

Ok, good to know it is probably because of the old bug. No, it shouldn’t be necessary to do that. Simply copy the part of the event graph of Anim_BP_Parent that has to do with updating idle/walking/running into the event graphs of the child animation blueprints (I can’t check right now since I’m at work, but it should be the top part of the event graph). After you have copied it make sure you get a new reference to the actual event driving these animations and replace the one that reads “copy”. I hope that makes sense. If you are still confused I’ll send you a screen grab of the event graph when I’m home.

You should be able to accomplish what you want by modifying the Make Choice Array function in a similar way to what I have done in the last screenshot of my previous post. Instead of not adding a unit index to the choice array if it is not of the player faction it should refrain from adding it if your custom variable is a certain value. Sorry for the naming conventions, by the way. I was uncertain what would be a sensible naming convention when I first made the toolkit and went with what made sense in the moment. I will prefer keeping the names as they are in the future unless I have a very good reason not to, though, as to not confuse users upgrading the toolkit or following my tutorials.