You can extent the limits by selecting the **BP_PlayerMovementBounds **actor from the level and increasing the X/Y values for its Trace Blocker Extent parameter. This is the maximum extent at which any sort of player interaction can happen. The actual camera bounds is basically this value divided by BlockerBoundsToMovementBoundsRatio. For the default value of 3, that means if you have Trace Blocker Extent of 10000, the extent for camera movement will be around 3333.
As for adding new Towers, it follows the same process as before the update. You can follow this tutorial for that:
If the new Tower is going to function similar to one of the existing Towers, I’d suggest duplicating that Tower instead of creating a new child in step 1. If the functionality is different, then the process would depend on what exactly the Tower does. As a general principle, you’ll have to implement the following functions in the new Tower:
The first two blue functions (see BP_MachineGunTower) are almost always going to be required. That’s where you say what happens when the Tower acquires/loses a target.
The first two green functions (LockOnConfirmed & LockOnCancelled) will be required if you are using the LockOnSystem to keep tracking a single target, like with the Laser Tower. By default, the former is used to Activate the firing logic while the latter is used to Deactivate it.
The remaining two green functions at the bottom are only required if your Tower has a turret that rotates to face the target (like with the Machine Gun Tower).