Ah, sorry forgot a bit. Try adding this:
thanckyou for you time and suport
now in game exist the variable wath not alow to shot if the enemy unit is near can you tell there is?
This part of the HoMM ability sets a unitβs attack range to 1 if it starts its turn with an enemy adjacent:
Thankyou. on old version i set AP to 20 for examle and move to 1 for travelin on level map like on HoMM3 and other HoMM but in new version it work only 1 step.canβt walk all points
i walk only 1 step and agen 1 step


This has to do with how Iβve changed the HoMM ability. You can modify it to do what you want, but I donβt think that is what makes the most sense in this case. If you are talking about your armies moving on an overworld (like you do with your horse and flag in HoMM) you donβt want to use the HoMM ability, which has lots of functionality in it for combat. On your overworld you donβt need all that, so I recommend using the BP_Ability_Move ability for that instead, which is much simpler.
thank you for support in new version the creation of new puppet from different skeleton differ? ABP_Unit
It did not change between the 4.26 and 4.27 version of ATBTT. Are you encountering any issues?
Check from zero and try to found the problem. Thankyou for you support.
After the battle is end where is the final point in blueprint? to create a widget in end of battle?
i have the issue. the box colision work only with default unit and not see other units.
and is not only in my map in default is the same. is need to ad some components?
Sorry, the vidoes are very laggy, so it is hard to see what is going on. You want to print a string when an actor overlaps a collision box? You need to make sure the collision of the meshes and collision box are correctly set up then. This is not an ATBTT specific issue and I recommend looking at Unreal Engineβs documentation or a tutorial on this.
itβs uploadet with error. in old verion wotk great triger but in new versio work only with sword man other units are ignored it is problem of unreal engine?
After the battle is end where is the final point in blueprint? to create a widget in end of battle?
Not anything wrong with the engine, no, but it is probably just that the collision of the Puppet and the collision of your collision box are not set up so that they detect each other. If you show me the collision settings of your collision box and tell me which puppet is not triggering it correctly I might be able to help. What will you be using the collision box for, by the way?
The final point where the EndGame widget is created is DisplayGameOver in BP_TurnManager
Thankyou vary much
i try all setings
i have reaction only for ue manecit and other units are ignored
this is you default project i just add triger box i want to ask support on forum ue.
https://drive.google.com/file/d/1xFfNBregGzyCiSJfCII44lS9I-_s9RHx/view?usp=sharing
Sorry for the very late answer. Iβve been very busy around the release of my newest asset.
So this is a collision issue. You need to set up the collision of the puppet correctly. There are many ways you can set this up. You could do this to the HoverCapsule component that all the HoMM puppets have. Try this setup:
not a proble thankyou for you support.i set like on image nothing
tryed with secon unit
i tryed to set like on default
and nothing i also cheange all bifs by one
good day can you told please i increase size spring to
and the canera not shoy at the same corner
if i cheange anythig the camera start shoe
first, glad you cot the collision working. Though you donβt really need to add a new sphere. All you need to make sure is that at least one of the puppetβs component that has collision geometry overlaps the correct channels and has Query collision enabled as well as generate overlap events enabled.
As for the spring arm, you also need to change the ZoomRoof and ZoomFloor variables in BP_GridCamera. For the start location of the camera (Iβm assuming youβre using the HoMM camera) you should be able to simply move the PlayerStart actor in the scene
As for the spring arm, you also need to change the ZoomRoof and ZoomFloor variables in BP_GridCamera. For the start location of the camera (Iβm assuming youβre using the HoMM camera) you should be able to simply move the PlayerStart actor in the scene
yes use standatr setings
i cheange increase the range. but the camera is hide a part of batle
greed is set to zero