So the patch is up, but it seems like Epic forgot to add the config files again. I’ve notified Epic, but in the meantime you can download the config files here. Unzip and replace the config files in the folder of your project.
@gocubsgo: Except for the missing congig files everything seems to be included on my end. Try to create a new project, add the toolkit with the new project closed and see if it works this time. If not, I’ll look into it.
Edit: I have managed to replicate the problem you are seeing. Some assets seem to predictably not be imported to certain projects. Grid Manager, Grid Camera, the example map and some of the pawns are not shown in the content folder when I import them to Stylized Rendering or StrategyGame, but do appear in blank projects, Vehicle Game and Sun Temple. They still appear in the windows explorer folder structures of all projects. This is extremely strange and I have notified Epic. For now, try adding the project to a new, blank, closed project if you’re having problems with the import. Let me know if that doesn’t work either for anyone.
Edit 2: By the way, this is what has been added in the new patch. This is the patch I sent Epic a few days after release, and it mostly contains bug fixes. I’m working on a new update that will have a lot of new features, but I still have some work until it is done.
- Added an option for changing between player pawns when clicking on them. Only works for pawns that have not acted yet this turn.
- Added some more variables that are useful for adding gameplay features. These include an “has acted this turn” variable for pawns and a turn counter in the grid manager.
- Fixed a bug where tiles in move range would always be transparent blue, regardless of the mesh used.
- Simplified the pathfinding by removing checking for edges and instead populating the edge nodes with unwalkable nodes at grid generation. This is easier to read, speeds up the pathfinding slightly and fixes a bug that created suboptimal paths to tiles on edges for hex grids.
- Fixed a bug that caused auto generation of walkability based on height to fail if the grid manager was not placed at0 on the Z-axis.
- Various minor fixes.