[SUPPORT] Advanced Turn Based Tile Toolkit

For C++ you would indeed be correct, but blueprints cannot at present utilize multi-threading and the toolkit is entirely blueprint based. My highest priority has always been to keep pahfinding as efficient as possible within the constraints of blueprints and I have succeeded in creating a pathfinding that is efficient enough to run without framerate drops even for games on very large grids. Pathfinding can quickly become a lot slower if a lot of extra if statements are added, as could quickly become the case for multi-tile units of arbitrary sizes and rotations. There are multiple ways to get around this, though. As mentioned I have created a macro that can run pathfinding over multiple ticks (before it is completed you could indeed show a temporary path). Also, if you use Unreal’s blueprint to C++ converter it becomes even less likely to be a problem. My main point is that there are several different ways of solving the multi-tile unit problem, but finding the solution that is the most efficient will require some testing.