[SUPPORT] Advanced Turn Based Tile Toolkit

Ok, I’ve downloaded the latest preview build and updated it according to my guide. Everything seems to work after that, so I’m uncertain why it doesn’t work in your project. I’ve made some minor adjustments to the guide, but it is basically the same. Here is the new version (I’ve updated the one in the post above as well, to avoid confusing anyone):

On the off chance anyone happens to be reading page eight of this thread and is still only considering buying the toolkit, now is the time to consider harder :slight_smile: The toolkit just went on sale and is 30% off on the marketplace, so get it while it’s cheap!

So I have a weird issue. I have been using a version released around March and I wanted to update to the latest changes in 1.4. When I tried to add ATBTT to a new empty project it seemed I was not seeing any new changes (for example my Blueprints/Gameplay folder only had BP_Grid_Camera, BP_Grid_Manager and HUD_Faction_Turn). It didn’t seem to contain any of the new blueprints you mentioned in 1.4 and I did not see anything new anywhere else. I figured I would just delete the toolkit from the Vault and redownload it to force a clean updated version on another empty project, etc.

But that doesn’t seem to work, it still puts in what I presume is the old version I had been working with. I even verified in the VaultCache folder within the Launcher directory that it does delete when I remove it and after redownloading it from the marketplace it did not seem to have any extra files in it that should be in 1.4. So, I’m at a loss here, deleting it from the vault and redownloading seems to keep pulling the old version.

This is all on UE 4.7.6 by the way. For fun I tried to switch the engine version of the toolkit to 4.6.1 and it gets stuck at Syncing.

@mills:

The errors you are experiencing is because the toolkit is no longer made to be instantly added to other projects. It was so in the very first version, but I had to sacrifice that bit when I made the toolkit more modular. Even so, Epic have kept the “Add to project” button in the vault (though it says “Create Project” in the marketplace proper), but clicking it opens the “Create New Project” dialogue. If you then choose the directory of a preexisting project it just becomes a mess. Therefore I would recommend creating a new project with the toolkit and importing your other stuff into this new project. If that is not a viable option you should try creating a new project and migrating its content to your old project. In that case you should also copy the config files from the new project into your old projects (probably located in Documents\Unreal Projects[project name].

Hope that helps!

Thanks for the quick reply. I’ve tried every possible way I know of to create a new project with the toolkit:

  1. I tried clicking “Create Project” from the vault and put it in a new folder.
  2. I tried clicking “Create Project” from the button in the marketplace for the toolkit and put it in a new folder.

I’ve deleted the toolkit from the Vault, redownloaded from marketplace, and tried the above again.

In either case, it seems for whatever reason, my VaultCache copy of my toolkit is NOT updating even if I delete it from the vault and redownload it. As mentioned above it never seems to pull the additional blueprints mentioned in the 1.4 update. My Blueprints/Gameplay folder contains only 3 blueprints (BP_Grid_Camera, BP_Grid_Manager and HUD_Faction_Turn). From what I understand, there should be a few more due to the restructuring that occurred in 1.4.

As further example, my GridManager doesn’t seem to have any of the updates to Heightmaps like you posted in your 1.4 new features video. It’s still showing the old Heightmap stuff. I’ve included a screenshot for reference.

Thanks again for any ideas you might have on this.

I purchased today and my new install is the same as shown in mills screen shoot.

Well this is very strange indeed. It seems like Epic have taken down the new version and uploaded an old version of the toolkit! I will notify them at once and it will hopefully get sorted out soon. I apologize for not realizing this sooner.

In other news I’ve just made the mother of all tutorial videos. Nearly three hours of me droning on about every single blueprint graph in the toolkit. I will be adding separate links to separate parts of the video in the near future so that it will be easier to look up the specific blueprint you want to know more about. I don’t expect anyone to sit through all of it in one go, but if you watch it one bit of a time you will hopefully get a much better understanding of how the toolkit works. Please let me know if anything in the video is unclear and I will try to remedy that by adding annotations.

That’s good to know that’s what the problem is. Hopefully they can get it sorted out soon. Thanks again!

Hopefully ill get access to the current version for the upcoming long weekend.

@mills and knocks: Yeah, I’ve sent it to all the different support mails, so lets hope they will fix it quick this time. They have previously taken quite a long time before responding to my requests, though, so chances are it won’t be fixed this weekend, which sucks because a lot of users have bought it because of the sale. On the bright side, the old version that is currently uploaded is the version that is probably the easiest to read abd understand for beginners, as almost all the important blueprint functionality is contained within BP_GridManager. Anything you learn from playing around with or modifying the old version should be easy to apply to the new version when it is reuploaded. Still, I really hope they fix this soon.

I got a reply from Epic yesterday that they are working on reuploading the newer version. This hopefully means that it will be uploaded on monday, right after the sale has ended. I’ll let people know as soon as the new version is up.

The newest version is up again! I recommend removing the toolkit from the vault and downloading it anew to make sure it’s up to date.

@KitakusStudios: I don’t know much when it comes to networking either, I’m afraid. I imagine turn based games would be some of the simpler to make work in multiplayer, though, since exact timing isn’t that important and only a few things need to be replicated. You’re on the right track when it comes to implementing multiple players by calling a duplicate player controller. That would be the main change, but some blueprints would also have to be adapted slightly. For instance, checking visibility in ATBTT_PlayerController should be set to flexibly look for pawns of whatever faction is opposing the current pawn. I haven’t tried it myself yet, though, so there might be unforseen complications.

I bought this last week (coincidentally the day right before it went on sale, but not too big a deal since I used the $30 credit from Epic that I had been sitting on for ages to cover the bulk of it…), and have been tinkering with it quite a bit, and so far it works pretty well, but I am noticing a rather odd bug that crops up when setting tile costs to higher than 1 for certain circumstances.

Basically, an AI will move to a location and just stop right next to a space that costs more than 1 to enter, and just stop there and never end its turn.

After some tinkering, I’ve figured out an easy way to reproduce this bug is to setup a straight line of 7 tiles(like pictured below), with the cost for all but the center tile set to 1 like normal(Grass), but setting the center tile to a cost of 2(Water Hazard). Next, place a Player Pawn at one end, and the Enemy Pawn at the other, and reduce their movement to 3. This puts them within 3 movement spaces of the Water Hazard tile, but costs 4 to actually move into it, and results in the AI moving as close as the Cost will allow, but he never gives up his turn. If however you change the Water tile back to a default cost of 1, the AI will move into it and end its turn without a problem.

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I tried digging through the Blueprints to figure out how to possibly fix it(and skimmed the thread real fast to see if anyone else had experienced this problem), but so far I can’t make heads or tails of it…

Hey, thanks a lot! I’m basically just so jazzed people are using my toolkit that providing support is actually great fun :slight_smile: I’ve spent lots of time trying to make stuff as intuitive as possible for other people, and that has ended up making the toolkit way easier to work with and modify for my own part as well. When I eventually get around to making my own turn based strategy game I’m sure I’ll have a lot easier time making it than if I had never made my turn based strategy system into a marketplace toolkit.

A copy of the multiplayer migration guide would be awesome :slight_smile: I’m happy to hear even a seasoned blueprinter as yourself is able to learn a thing or two from the toolkit. I’m basically highly specialized when it comes to blueprints, and am still completely blank on most aspects of blueprints that don’t have to do with manipulating arrays, and I’ll be sure to check out your guides when the need arises.

Hi Shenku,

thanks for informing this issue. This is a pretty serious bug that is game breaking when it occurs, and I will upload a fix soon. 4.8 is right around the corner, and I’ll upload a minor bug fix and compatibility patch when it is up. I have a larger feature update coming fairly soon as well, but work is extremely busy these days, so that won’t be a for a few weeks.

Until 4.8 is out and I’ll add the update, here is why the bug occurs and how you solve it:

ATBTT_AI_Controller was not taking difficult terrain into consideration when determining whether or not a pawn can reach a target. Because of this the AI thinks it can reach a target when it cannot. When it then tries to move but cannot because of the difficult terrain it ends its movement and checks again if it is able to reach the target and is stuck in an endless loop. You need to make two changes in the event graph of ATBTT_AI_Controller to remedy this.

First is the brach that comes right after the Find Path to Index function. Instead of checking the length of the path aray (which does not take difficult terrain into account) replace it with this:

Then you must insert a new branch statement after the branch that the True exec in the screenshot above leads to. This will check if the target of the AI pawn’s move is the same as the current index of the pawn (this happens if it has a move that is lower than the movement cost of the first index in its path). If the indexes are the same, end the unit’s turn. Like this (the graphs depicted in the two images in this thread are right next to each other):

These changes should hopefully resolve all your issues. Please let me know if you encounter any new problems and I will try to have them resolved by the next update.

Edit:

Which bug is that exactly? When does it happen and how do you replicate it?

Everything seems to be working perfectly on my end. How is the toolkit set up and what do you do to make this error occur? Is it every time you have a player pawn selected and click an enemy pawn within move range, for instance?

Having a weird issue. Before I would place the square_wall_invisible to block off areas like walls and other things I didn’t want the pawns to walk through. All of a sudden now, those wall blueprints are doing nothing and are not having their intended effect. I placed several when I began construction of the map, and now hours later, newly placed boxes are not working at all. http://youtu.be/6X7D583fltQ is a video of it.

Hi Maeglin, you need to change the height slow increment to be something other than 0. Height slow increment is the increment in unreal units at which the edge costs between two tiles increases by one. If it is set to 50, for instance, the edge cost will increase by 1 for every 50 unreal units there is in height difference between two adjacent tiles. You have set it to 0 which means it checks an infinite amount of intervals, which somehow makes all edges cost 1 it seems. In any case, don’t leave it at 0. If you do not want to use a slow increment make it somethin equal to or higher than the Height Impassable Cutoff.

Great! I also suspected it would be relatively easy from my naïve understanding of replication, and it’s good to hear you have the same hunch with your extensive blueprint knowledge. I was planning to implement this at some point, but that’s still far into the future, so I’d be really interested in seeing your results.

By the way, I still can’t replicate the error you reported of units walking on top of each other. Everything seems to be working fine. Are you getting the same issue in 4.7?

Thanks , I added those nodes in, and it works like a charm now.

I had a feeling it was somewhere in the AI controller, but I just couldn’t figure out where. Either way, it’s working fine now, so now I can get back to tinkering. Thanks again for the help, as well as for making such an awesome and useful toolkit! :smiley:

Well that’s disconcerting… Any chance that the error could be nonrandom? What wasw the last thing you were doing before it occured?

Great to hear, and thanks again for letting me know :slight_smile: