No need for clicking. That was just a quick way to debug it. UpdateTilesInRange can take either a location or GridIndex as input. So get the center of your multi-tile actor as location input. and add a range that will encompass it.
Hi ! Your message is not approved by Epic yet (takes a bit for your first post). Thankfully I can see it, since this is my thread.
So a movement cost of 0.5 is not possible with the current setup. However you can always double it, so that edges that would cost 0.5 cost 1, while those that would cost 1 cost 2. Default tile costs are set in the various āAddTileEdgesā functions (there are one for each heightmap option). This is what you would modify if you want something that affects the movement of all units. I donāt know exactly what your end result is, so I cannot give you more suggestions than that without some more info.
For your second question of reducing AP per tile, that is a setting in the different included movement ability blueprints. It is the āMoveCostTypeā variable, which is in BP_Ability. Choose āFromPathfindingCostā is probably what you want. You would want to increase unit AP so they can move more than 2 tiles, and increase the cost of attack abilities as appropriate (or set bUseEndsTurn to true for these, if that is what youāre going for).
If you tell me more I can help you more. How would a unit turn from start to end look in your game? What edges should have a cost of 0.5 and which should have a different cost? What is the intention behind the cost differences here?
Thanks, I think I mostly get it now. This mostly comes down to array manipulation of the InitiativeOrder array. The devil is in the details, of course. Before I jump into this (will take some work) let me try to describe what you are saying back to you, so Iām sure Iāve got it.
Players will have different units. Some of these will be individual units not part of a troop (like the green units above), while others belong to a troop (the aliens). At the start of a player turn you choose what unit to move. After the unit has done its action, if the unit is an individual unit the turn will pass to the next player. If it is part of a group the turn will pass to the next unit in the group, controlled by the same player, until the last unit in the troop has completed its action, at which point the turn is passed to the next player. Is this the right interpretation?
A follow-up to that: should a player be able to choose the same unit or troop again and again, or do they have to exhaust all units and troops before they are allowed to choose freely on their next turn?
Also, love the paint job on the debug wall tiles
2.6 is out! Generally I sync ATBTT updates to UE4 updates, so the version you get from the launcher if you create a new project with ATBTT and select UE4.25 is 2.6. I see now that it says 2.52 in the description and comments, though⦠I decided last minute to change the version number to a full update, since it was more to the update than simple bug fixing, but seems like I forgot to give the project description the memo⦠That is just a number, though. Everything from the update is there.