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
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.
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
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:
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