Hi i have the same problem here, Did you find a way to fix it?
Have a great day
Happy to help, and let me know if you need any more assistance ![]()
Hey ecstrider, Iām not able to reproduce the issue you are describing. Perhaps youāre placing the meshes so that the height difference to adjacent tiles is greater than HeightImpassableCutoff? Try adjusting either the meshesā height or the value of HeightImpassableCutoff. If that doesnāt work, could you post a screenshot of how the problem looks?
Hi there!
the HeightimpassableCutoff was the āIssueā i had it a default. i increased it 300 and i was able to walk up the stairs. Thanks for the the reply. Have a great day and be safe.
Hi Monokkle, I am trying to find where can i change the colors of the tiles. I even deleted the color blue and red color from the grid manager and when i press play they come up.
Glad that did the trick ![]()
Hey ecstrider, you can set it up directly in the ability your units are using. In BP_Ability_Move check the components in the actor. You can change the decals and meshes used by that ability there directly.
Edit: By the way, if you want to prevent decals from bleeding onto the walls, select the wall meshes and set bReceivesDecals to false in their rendering settings.
Hello ,
Its been awhile but everything in my project is now working wonderfully and I wanted to ask how do you limit the playerās camera movement in this toolkit?
Just to prevent them from going out of bounds or the edge of the map.
Thanks< EagleEyeGamma
Great that the project is going well
Iāve hacked together something you can use to constrain the camera. It is a bit ugly, but functional. I might play around with it a bit and include something like this in a future update. Add the following function to the Pan comment box in BP_GridCamera:
https://i.imgur.com/9X6GiBM.png
This is the function body (pastebin):
https://i.imgur.com/BO5DJ5E.png
Hope that gives you the result you are looking for ![]()
In action:

I was trying to add this too, as it would be a great idea to not have the player fly off the map. But cant add the code, If i paste it onto blue print screen the Unreal Engine crashesā¦
Try copying parts of the graph or recreating it manually. Maybe blueprintue doesnāt like calls to functions from function libraries?
Thanks so much for the blueprint and it works great however on my end it weirdly locks onto certain parts of the map and wonāt allow you to move the camera to other parts of the grid itself for some reason on maps Iāve made in the toolkit.
Ok, thatās too bad. I hacked it together pretty quickly, so there are probably some issues Iām unaware of. Are you able to reproduce the issues on a new map? If so, can you give me the steps to reproduce it?
I figured it out it, just has to do with changing the Multiplier for the Return Value and the number given in the multiplier for the Min value for the clamps. So Iām now trying to figure out a value that can work for any and all maps.Also any idea how to make change levels a bit more cleanly? Iāve tried it on my own but its awkward as it cuts you straight to the level without showing the victory screen, Iāve tried putting a normal delay but it doesnāt want to show up for this function. I think a solution might be having a menu pop up after the win or lose screen pops up but maybe that would be cluttered?
For blocking the grid camera from panning infinitely there is likely some minor adjustment that needs to be made to make sure it works for all maps. Iāll look a bit more into it.
Edit: Seems to work fine on all grid sizes on my end. Have you altered the grid in any way? Different tile meshes etc? What options have you enabled for the GridManager?
As for loading a map after the victory screen, you cannot add a delay inside a function, but you can do so in the event graph just before you call your OpenLevel function.
hi
I ran into a problem that I have tried to solve for hours but unsuccessfully, hoping you could help me.
1. in my set up i start with other level (not with a gridmanager inside). in the game mode bp_atbtt on beginplay i am going to a widget(instead of continue with the core setup) , then from this widget i am opening another level (with the gridmanager inside) and from there i continue to the activate atbtt.
the problem is that after the level is open its get stack (noting happens) . i saw that the grid manager reference in the setup core blueprints returns noting and it doesnāt get to the client setup ever. i have tried to use a delay after the open level (not in a function) but the delay for some reason is not working( its get stuck there).
if i use stream level then is working, but i donāt want to use stream level. i am very confused about that one. i donāt fully understand what is going there.
edit: now i am sure that i definitely need to do some sort of delay after the open level, but no matter what i do its not working.
- if i open the level (with the stream level option) and then i spawn unit then every thing works great. the problem is if i have a unit that was not spawned (was placed on the grid before) then i get error with the function handle unit spawning. i understand that this function is called from the construction scrip and still donāt have reference for the turn manager and that is the error i am getting (i think). what can i do about it?
cheers
leo
Hey @, does the hybrid map example still exist in the toolkit? All I see is the teleport experimental map and I was excited to know this toolkit had such an example when I purchased it. If it doesnāt exist anymore, do you have it anywhere that I can reference?
Thanks!
Hey leo, sorry that this is taking a bit of time. This is a non-trivial problem, so I need to spend a bit of time to figure it out. I will let you know when I have a solution.
hi
no problem, there is no rush. thanks for looking at it.
leo
Hello, Im trying to make multiplayer turn-based-combat game with your toolkit and Iām stuck with replications. In action manager, you make multicast and pass an array of FActions. But itā seems, you canāt pass Array of objects, because it always empty. Moreover, some objects like Bp_Ability_MoveAttack doesnāt pass either though it is checked to be replicated in its blueprint. So the only object that the client receive is TurnManage, other objArrays in FActions are empty.
It should be there. Youāll find it in Maps/Experimental/Hybrid. Youāre using the latest version of ATBTT for UE4.24?
The toolkit should be set up to replicate correctly by default. There are a couple of bugs that will be fixed in the next version, namely replicating the ability system and some issues with loading maps, but for the most part it should work. Where are you calling your debug function from? The action manager passes all actions through a RPC, and that should work fine. You are correct that passing references to UObjects has some limitations in UE4, which is why Iām using structs instead.
[USER=ā641905ā]leo bar[/USER]: Looking into your level loading issue, but Iām a bit confused. It seems similar to what Iām doing from the MainMenu map, which is a map with only a widget and no grid manager used for loading maps with a grid manager. This works fine, so Iām not sure what is the difference between our setups. It seems like you are using BP_ATBTT as the game mode for the widget map, which seems unnecessary. Could you explain the differences between your setup and mine and your reasons for doing things differently?
