Guide to updating to 4.8 (WIP):
BP_GridManager:
Set Marker Location (function): Delete the bottom “select” node and create a new one. Connect the output from Index To Vector On Grid to the bottom vector input. Split the top input and connect the three floats (X, Y and Z + offset) to the split vector. Set the index to boolean and connect “Use Index” to this bool. Connect the output of the “Select” node to the SetWorlLocationAndRotation function.
Create Spline Path (function): Remove the connection between ADD and Return Node.
Destroy And Clear Spline Path (function): Remove the connection between Destroy Component and Return Node.
Display Path As Spline (function): Remove the connection between Set Start and End and Return Node.
Compile BP_GridManager and follow the Yellow exclamation marks to the four Cast To Static Mesh Component issues. In each case, remove the cast and connect the previous input to the cast to the previous outputs from the cast. Connect up the execution pins on either side of the cast.
ATBTT_AI_Controller:
Make Choice Array (function): Remove the connection between ADD and Return Node.
Unit_Parent:
End Movement and Update Arrays (red comment box): Connect “Self” to the last “Set Array Element” node. (Edit: it seems this is not enough as the self nodes are disconnected each time the project is saved. This can be mended by casting self through Unit_Parent, though this is an awkard workaround).
Recieve Damage (purple comment box): Connect “Self” to the last REMOVE node. Get Index and connect it to the last Set Array Element Node. Remove the input from “Item” in the same Set Array Element Node.
Tile Parent:
Compile the blueprint and remove the unnecessary cast.
Other stuff:
Decals no longer seem to accept materials without textures plugged into their opacity. To fix all the Decal_Square decals, make a pure, white square texture and plug it into the opacity of each material.
There still seems to be a problem with switching pawns by clicking on them, that removes the current pawn from initiative altogether in some cases. I’ll look into it soon.
There might be other stuff as well. Please post in this thread if you encounter anything. And again I recommend sticking with 4.7 until 4.8 is out of preview if you want to ensure that there are no bugs.