[SUPPORT] Advanced Turn Based Tile Toolkit

Very cool! You’re making great progress. Both cover systems and variable movement speed while crossing different types of terrain are both things I have on my to-do list. As for fog of war I’ve added this to the example game that comes with the update I’ve sent to Epic. That is for a 2D sprite based example, but the solution for finding visible tiles around units is quite efficient and should probably be of help to you. What do you use for determining what tiles a unit can see? The Find Tiles In Range function? If so how often are you calling it? You should only be needing to call it whenever a unit first enters a new tile. Lastly I’m very curious as to how you are rendering your fog of war. Fist I assumed you were using gray decals, but when I take a closer look it seems like your rock and tree meshes are transparent. Are you using some sort of post processing or replacing every mesh?

Edit: With all this stuff being shared I got inspired to show some of my own progress. Heightmaps are working pretty well now and I’m trying to find the best way for the player to be able to see lower floors that are blocked by roofs and similar. My current favorite solution is to make meshes transparent if they are a certain height compared to the length of the camera spring arm. A special type of actor are used for these sorts of floors so that the user can specify what meshes are affected. These actors also automatically detect if they are at the lowest level of a particular tile index, in which case they are never made invisible. If anyone have any input I’ll be happy to hear it.