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    @miketv23: You do not have the OnHit event dispatcher, because it was just added by me in the example I presented. You need to add the OnHit (or whatever you want to call it) event dispatcher yourself. Event dispatcher can be added to blueprints in the same way variables or functions can. Starting their names with On is following Epic's naming conventions.

    From your edit I believe you've fixed your 3D widget issue, correct? You don't need any input on it?
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      Originally posted by Monokkel View Post
      @miketv23: You do not have the OnHit event dispatcher, because it was just added by me in the example I presented. You need to add the OnHit (or whatever you want to call it) event dispatcher yourself. Event dispatcher can be added to blueprints in the same way variables or functions can. Starting their names with On is following Epic's naming conventions.

      From your edit I believe you've fixed your 3D widget issue, correct? You don't need any input on it?
      I'll do some reading on what event dispatchers now i know how to create it. The forum is quite difficult to find already posted solutions, i've done the search for trying to rotate the 3d widget to face the screen. I've tried to implement the following as shown in the picture with scene1 as the added scene component with the 3d widget nested inside. I've tried it with getting the location from the Player Camera Manager and that didn't work. And i also tried it with the BP_Grid_Camera_Ref and that did'nt work. I've left the nodes for the BP_Grid_Camera_Ref to show what i attempted in the diagram.

      I've just found the post. Post #907 for rotating towards the camera.'
      I've tried to implement the blueprint from post #907 and that didn't work and can't find the blueprint where the billboard faces the camera. Still stuck on this camera rotation.
      Attached Files
      Last edited by miketv23; 12-07-2017, 04:18 PM.

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        Hello. What is the reason for same warnings in the log?
        LogScriptCore:Warning: Script Msg: Attempted to access index 1156 from array VectorFieldArray of length 1156!
        LogScriptCore:Warning: Script Msg: Attempted to access index 1157 from array VectorFieldArray of length 1156!
        LogScriptCore:Warning: Script Msg: Attempted to access index 1156 from array VectorFieldArray of length 1156!
        LogScriptCore:Warning: Script Msg: Attempted to access index 1189 from array VectorFieldArray of length 1156!
        ...............
        etc

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          Hello Monokkel, I am trying to figure out a way to suspend unit movement at beginning of game and player turn so I can click on other things on map to get info etc.
          Then press a key when done and resume moving units. Do you or anyone else here know if this is possible and could you please point me in the direction to achieve this.
          "Edit" Earlier I stopped reading posts on page 64.. Started reading again, found some ideas on page 66-74..I will try keep trying. A reply is still welcome..
          Been a while since I posted, this kit is so easy to work with. Thanks again for your hard work on this Monokkel !
          Last edited by Skulldug; 12-09-2017, 12:58 PM.

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            miketv23: here is a simple way to get any object to face the camera:


            I believe your solution should also work, though. You probably just haven't enabled tick events in the unit blueprint. These are disabled by default for performance reasons.

            @strelokqvt: this error is caused by tile actors at the edge of the map attempting to modify the edge array of tiles outside the map. It will not cause any actual issues, but the warning message is of course annoying. Similar warnings appear when the player hovers the mouse over the very edge of the grid, for similar reasons. I have fixed this in the WIP update.

            Skulldug : The first unit is by default activated from ATBTT_GameMode (right after the Setup actor references and sort units in initiative order comment box). Break this connection (by the delay node) and add a new event that continues from the AIControlled branch. Call this event to start the game.

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              Thanks for the quick reply Monokkel...You couldn't have made that easier huh..(Joke). I guess that will teach me to take a break from this, just what I need .
              Thank you and I am looking forward to the next update. Till next time.

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                [QUOTE="Monokkel;n1397723"]miketv23: here is a simple way to get any object to face the camera:


                I believe your solution should also work, though. You probably just haven't enabled tick events in the unit blueprint. These are disabled by default for performance reasons.

                Thanks, indeed the tick event had been disable and i had no idea it had to be enabled. I have been trying to implement new characters from the child blueprint of 'UnitSkill" after selecting the skeleton mesh and animation blueprint. For the 'attack', 'hit' and 'death' animations the skill blueprints were modified the play that characters animation through casting to that characters animation blueprint. The moving animation of the characters is not so straight forward as the Break Timer script of 'Unit_Skill' has the purple node 'Break_Timer' which will always cast to Pawn_Anim_BP_Parent when the new characters animation blueprint is required. I have tried creating a variable to a 'switch' node to cast to that new characters blueprint but it the new characters move animation still does not play . Is there a better way to add new characters with different skeletons? Can i have more than one purple node to implement a different 'Break_timer' for the new character. I know that the new characters move animation is working as i preset the speed in the new characters blueprint and upon play the new character is constantly playing that move animation.

                I think i may have to go further into the blueprints.
                Attached Files
                Last edited by miketv23; 12-09-2017, 07:22 PM.

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                  miketv23 : Have you seen my tutorial video on adding characters that use different skeletons? Report back to me if this approach does not work for you.
                   
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                    The new skeleton was integrated soley based on the ATBTT tutorial 7 and then tested in the 'Example Map Grid' with all animations working and also in the move animations. Now when i create a child blueprint from 'UnitSkill' and reference the new skeletal mesh and animation blueprint of that new mesh and test it in the 'Jungle Raid' Map the new characters just stay in there idle state when move from one position to another. All of there rotations and transformations are correct but it's just there movement animations that just don't seem to be activated. All the other original units in the jungle raid map function correctly. When i preset the speed variable of the new characters blueprint to something like 200 then the new characters are constantly in their running state and of course are never idle. I don't see how the new units reference from the 'UnitSkill' child blueprint can be handled by the 'UnitSkill' Move TimeLine as it will cast to just the Pawn_Anim_BP_Parent, but i cannot be certain as i don't know the code to a high extent and the full understanding of it. I have thought about creating a duplicate of UnitSkill and modify it for the new skeleton, but then all references of UnitSkill in other blueprints will have to be modified. This is where i found the purple node 'Break Timer' and am not too sure that another version of it can be created and exist along side it. This is as far as i got in attempting to add new skeletons to be playable in the 'Jungle Raid' map.
                    Last edited by miketv23; 12-12-2017, 09:44 PM.

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                      @miketv23: The way you get around your child blueprint referencing Unit_Skill is to copy the relevant events from the parent blueprint directly into the event graph of the child blueprint. You should not have to copy all of it, but try doing it to see that it works. I've tested it on my end and it works fine. A problem is that the skills are set up to reference the ABP_Unit_Parent animation blueprint. If you are only using one animation blueprint then simply replace the cast in the skills with a cast to your own animation blueprint. If you are using multiple different animation blueprint that do not inherent from one another you can either do multiple casts in sequence until one returns true (pretty awkward, but if you only have a couple it is woth considering), or setting up a more generic system using blueprint interfaces (which is something I'm implementing at the moment).
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                        Hi quick question I can't seem to get the decal to display on my mobile phone everything else does just not the decal any ideas ? Cheers

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                          Deftones4: This is caused by Unreal Engine itself and not ATBTT specifically. I know that some limited support was added for decals on mobile back in UE4.9, but I think that was only for skeletal meshes. A quick search seems to indicate that decals are still not working properly on mobile, but there might be workarounds that I am unaware of. For the moment ATBTT therefore only supports displaying tiles in move/sight range as ISMs on mobile.
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                            Originally posted by Monokkel View Post
                            @miketv23: The way you get around your child blueprint referencing Unit_Skill is to copy the relevant events from the parent blueprint directly into the event graph of the child blueprint. You should not have to copy all of it, but try doing it to see that it works. I've tested it on my end and it works fine. A problem is that the skills are set up to reference the ABP_Unit_Parent animation blueprint. If you are only using one animation blueprint then simply replace the cast in the skills with a cast to your own animation blueprint. If you are using multiple different animation blueprint that do not inherent from one another you can either do multiple casts in sequence until one returns true (pretty awkward, but if you only have a couple it is woth considering), or setting up a more generic system using blueprint interfaces (which is something I'm implementing at the moment).
                            The solution for the new character movements is operating well. However upon further testing, the new characters hadn't been properly removed from gameplay when killed. I guess this was apparent as the implementation was now referenced from the copied blueprints of the 'Unit Skill Child'. The 'Received Damage' referenced the 'Unit' blueprint then continued onto the 'Unit Skill' blueprint which the flow of execution stop when the generic casting to 'Pawn Anim BP Parent'. So i added a custom event to connect to the node after this and called it from 'Unit' and now the Child 'Unit Skill' is then killed successfully. I think this completes the full implementation of adding new characters with different skeletons. As for creating a blueprint interface to handle different skeletons would be quite far away down the path as i am still discovering Unreal Engine's concepts.

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                              miketv23 Ok, glad that you managed to get it working. I would recommend looking into blueprint interfaces in the future, but if you do not have multiple blueprint classes that should take similar inputs then casting and regular custom events work fine. Blueprint interfaces are like generic events that can be called on any blueprint that implements that interface, with the exact content of the event designed on the blueprint in question. So you could for example have multiple different animation blueprint that do not necessarily inherit from each other, but implement an interface with events such as Attack, Death or whatever. In your skill blueprints you could then call these events on a unit through the interface without having to do multiple casting operations, which are somewhat clunky and inefficient. But like I said, this might still work fine in your implementation if you really only use on anim BP.
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                                To anyone reading this thread who has not bought the toolkit yet, but is considering, ATBTT is currently 30% off as part of the Unreal Engine Marketplace Holiday Sale
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