[SUPPORT] Advanced Turn Based Tile Toolkit

@Ariegos: Sure! That is what I’ve done in the 2D game example that was included in the last update. Here I used UE4’s built in tile map, but importing an image file should not be a problem. However I’m not sure if you will be able to generate the appropriate collision for each tile using Campaign Cartographer, though I do not know the software. With the built in tile map I was able to only set the collision of walkable tiles to block PathTrace and in this way generate walkability automatically. I also used a similar trick to block visibility for walls. I think Tiled works well with Unreal Engine and can be set up with separate collision for each tile. Not sure with Campaign Cartographer, though. Worst case is that you will have to place invisible walls manually.

@Rob3342421: Looks mostly right except you are checking if an attack is a hit by comparing the accuracy of the attacking unit to its own dodge value instead of the dodge value of its target. You should be able to drag a pin from the blue reroute node you have marked on the left (which gets its input from the Attack Target custom event) and find the dodge value of the target by searching for “dodge”.