Tower Defense Starter Kit

Hi Manu,

I apologize for the delayed response. For some reason, notification mails are not sent for every instance of a new post within the thread.

Thanks for your feedback. :slight_smile: I plan to keep adding more features through the updates well into the future. If there’s anything in particular that you want to see added to the toolkit, just let me know. If it’s feasible within the scope of the toolkit, I’ll add it to the list.

  1. There is no user manual for the toolkit at the moment. As you may have already seen the video preview of the toolkit, I’m extremely bad at making videos to showcase just about anything at all. As a result, I’ve created a few tutorials that go over the design behind certain sections of the toolkit. You can find a compiled list of the tutorials here:
    https://forums.unrealengine.com/showthread.php?102675-Tower-Defense-Starter-Kit-Support-Thread&p=485597&viewfull=1#post485597

If there’s anything in particular that you find difficult, just let me know & I can write up a tutorial about it. As for the quick start guide, I’ll try to get something up this coming week.

  1. Since you already managed to figure out the answer to part a of the question, I will directly head over to part b. As you might have already seen while figuring out the solution for part a, all static tower attributes are stored separately from the actor within the Tower Data Array. The Tower actor itself only contains parameters that can change at runtime.

The Upgrade system also uses a similar approach. All modifications made to the tower during an upgrade depend on the attributes marked within the red box in the following screenshot:

The ‘Upgrade_CostModifier’ attribute determines the cost of upgrade relative to the setup cost for the tower, while the remaining attributes basically amplify existing attributes like DPS, Armor, Range, etc.

As for how the actual upgrade system works, when you click on a tower, the Tower Constructor widget displays Tower Function buttons that enable you upgrade the towers, use abilities, or sell the tower. In order to find the tower upgrade workflow, just checkout the following section within the Widget_TowerFunctionsButton blueprint:

Basically this section of code handles what happens when any of the Tower Function buttons are clicked by the player. For Tower Upgrades, it calls the ‘Upgrade Tower’ function within the BP_Tower_Parent class.