[SUPPORT] Advanced Turn Based Tile Toolkit

Great to see you showing off your multiplayer implementation in the forum thread, westcut! Looks almost perfect, with just a few things showing up a bit differently on the two clients. The most obvious one is the current pawn marker. I guess its per tick movement is not replicated? You can find the code that moves this marker in the bottom left of the event graph of ATBTT_PlayerController, right after the event tick.

In the 2D game example that comes with the 1.5 update there is fog of war that affects pathfinding. In that example I have an array that keeps track of whether or not a tile has been discovered. If it has not then it cannot be moved to. This works well in combination with letting units do partial moves, so that they can move a bit to reveal new tiles, then move again to the revealed tiles in the same turn. I think this is ideal with the sort of pathfinding I use in my example, where the fog of war is completely black.

In Lodeman’s version it is probably better to do something like in Civ V, where you can generate and show a path to any walkable tile within the fog of war and then stop unit movement the moment something blocking the path is discovered. There are a few ways to do this, but it is a bit more complicated. It would be something like checking the pawns in sight array against the Path Index Array every time new tiles are revealed and stopping movement/rerunning pathfinding if the same index is found in both arrays.