[SUPPORT] Advanced Turn Based Tile Toolkit

Having to place walls on the outside to get visibility through corners is not an ideal solution, anyway, and not that intuitive. I’ll try to change this later. Do your new, shaved off wall meshes work well? I tried making something similar at some point, but I had trouble allowing looking past corners and blocking vision through the corners of two adjacent walls at the same time.

Actually the stuff I’m making for the next update will let you create dungeons without placing a single Tile actor. I’ve created a solution that automatically generates walkability on any terrain and meshes placed in your level, as long as they are set to block path trace in their collision properties. Once I’m done with the update you can simply place room meshes (don’t have to be actors) of the appropriate size in the level and it should work instantly. For now I think you’ll have to use grouping, though.

Ok, thanks. I’ll look into it and see if I can find out if making composite blueprints is a viable option.

I do want to add this at some point. I’m an avid D&D DM, so one of my goals for the toolkit is to be able to recreate Dungeons & Dragons in UE4. This would require allowing for units taking up more than one tile. It’s Dungeons & Dragons after all; not Dungeons & Wyrmlings. I’ve thought of a few ways to do this. One way is to have larger units follow a separate pathfinding function that whenever it checks if the next tile in a search step is walkable also checks the walkability of surrounding tiles of the appropriate size. It would be slightly less efficient, but not terribly so. I’d still want to keep it in a separate function instead of checking a “is this unit larger than 1 tile” bool every search step for all units. I think “long” units that occupy a rectangular area might be a bit trickier, as their rotation will change which surrounding tiles they occupy, but I’m confident I can find a solution when I get to implementing large units.