Can't edit the post for some reason in this machine; "error_information_x" keeps popping. I'll try again in another machine today and if that fails too I'll delete the post and make a new one with the updated info.
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Originally posted by leo bar View Posthi knut
its funny, that is almost exactly what i did in the end for my solution. if only i explained it better for you in the beginning i would have saved a lot of time with your solutionbut i guess i heaved learned a lot during this process.
again thanks a lot for your time
cheers
leo
Originally posted by Justo View PostCan't edit the post for some reason in this machine; "error_information_x" keeps popping. I'll try again in another machine today and if that fails too I'll delete the post and make a new one with the updated info.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Yeah, post updated successfully. If you want me to change anything later do tell and I'll be happy to do so. The problem must have been something with the PCs at work where they don't like us much posting anything online.
Looking forward to more ATBTT news! winkwink :^)
Edit: I see you posted the link in the 3/3 video description. Most of what I wrote came from video 2/3 though, which was more about the theory and graph explanations, in case you want to add the link to the description there too.
Edit2: Just thinking about your comments saying you still needed to apply satisfactory solutions to certain points in the toolkit. This might be a silly idea, but if it helps, maybe you could download xcom 2's mod source code which contains all the game's logic commented by the engineering team behind the game. It's all in chinese for my skill level, but in your case it could hopefully spark some new ideas for solutions, in case you wanted some.Last edited by Justo; 03-19-2019, 05:36 AM.Artstation | 3D Artist | Krakow
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Hi, I searched the thread but I may have missed the answer: How to scale grid size? Like, what is the official way of doing that? Because I want to shrink it to a very small level.
In a post you mentioned this could be achieved by adjusting the default tile static mesh, and you were going to give some formal solution to that.
Plus, I found "tile bounds x" and y in grid manager, but they are in "DO NOT EDIT" category.
Thanks in advance!
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Originally posted by Justo View PostYeah, post updated successfully. If you want me to change anything later do tell and I'll be happy to do so. The problem must have been something with the PCs at work where they don't like us much posting anything online.
Looking forward to more ATBTT news! winkwink :^)
Edit: I see you posted the link in the 3/3 video description. Most of what I wrote came from video 2/3 though, which was more about the theory and graph explanations, in case you want to add the link to the description there too.
Edit2: Just thinking about your comments saying you still needed to apply satisfactory solutions to certain points in the toolkit. This might be a silly idea, but if it helps, maybe you could download xcom 2's mod source code which contains all the game's logic commented by the engineering team behind the game. It's all in chinese for my skill level, but in your case it could hopefully spark some new ideas for solutions, in case you wanted some.
Originally posted by E-tales View Post@monokel thanks for your reply. I will try it, but seems not so clear for me, Will let you know, if I succeed
Originally posted by FuTou View PostHi, I searched the thread but I may have missed the answer: How to scale grid size? Like, what is the official way of doing that? Because I want to shrink it to a very small level.
In a post you mentioned this could be achieved by adjusting the default tile static mesh, and you were going to give some formal solution to that.
Plus, I found "tile bounds x" and y in grid manager, but they are in "DO NOT EDIT" category.
Thanks in advance!Advanced Turn Based Tile Toolkit (Marketplace - Support)
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Originally posted by Monokkel View PostIn the newer versions of the toolkit you should be able to just scale the grid directly (setting the scale of the grid manager). I try to correct for the transform of the grid manager in all relevant parts of the code. There might potentially be a few cases I've missed, as I do most of my testing on a normally scaled grid, so if you see any weird scaling issues after doing this, please let me know.
If it's just me, maybe I modified something accidently. If this also appears on your side, you can tell me where to look into, or where to modify, so I can more quickly position the issue, thank you
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Originally posted by FuTou View PostUnderstood. Please see whether this one reproduces on your side: after scaling the grid manager, and scaling the unit melee player pawn at the same amount, the unit does not snap to grid properly. Also, if scaled pawn, the health bar doen't scale with it.
If it's just me, maybe I modified something accidently. If this also appears on your side, you can tell me where to look into, or where to modify, so I can more quickly position the issue, thank youOriginally posted by FuTou View PostAlso I want to ask this, although it's not necessarily about ATBTT: when I'm trying to debug snapping, and (I thought it might be within the construction script) press F9 on a construction script node, and move the pawn/ start the game, the breakpoint is not hit. Any ideas?Advanced Turn Based Tile Toolkit (Marketplace - Support)
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FuTou: Okay, managed to test this. Grid snapping seems to work fine on my end. Are you able to replicate this issue with a fresh project, and if so how? Also, I think construction script code might not work well with break points in UE4 generally.Advanced Turn Based Tile Toolkit (Marketplace - Support)
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These days I've been looking into the issue in my tiny map, which is in a ArchViz scene, on the table. There are random issues, and snapping went good after I changed something (I'm not sure which one). Now it's having other odd issues, which I'm still checking. I'll ask you when I'm exhausted in finding the issue, haha.
For construction script, yes, I saw Unreal said only when it's ran at PIE state can it be hit with breakpoints, thanks.
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As now I'm thinking, because I imported atbtt assets into a c++ project which had other setup, maybe there are some stuff that didn't come along well with asset migrating, do you think it could be the reason? I manally fixed the project input settings, but there could be other stuff that I'm missing?
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Hi Monokkel,
it turns out that although I did fix the input settings, there were other project settings that I missed. I just found I needed to add several trace channels, like "PathTrace" etc.
Since my project relies on some c++ modules, I had to migrate ATBTT into the cpp project instead of the other way around. There were history project settings, so I have to run a merge for all the config files now. Could you tell me the key project settings that I shall pay special attention to? Right now I found trace/collision and input are essential, are there others?
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Originally posted by FuTou View Post
Hope you had a good tripThese days I've been looking into the issue in my tiny map, which is in a ArchViz scene, on the table. There are random issues, and snapping went good after I changed something (I'm not sure which one). Now it's having other odd issues, which I'm still checking. I'll ask you when I'm exhausted in finding the issue, haha.
For construction script, yes, I saw Unreal said only when it's ran at PIE state can it be hit with breakpoints, thanks.Originally posted by FuTou View PostAs now I'm thinking, because I imported atbtt assets into a c++ project which had other setup, maybe there are some stuff that didn't come along well with asset migrating, do you think it could be the reason? I manally fixed the project input settings, but there could be other stuff that I'm missing?Originally posted by FuTou View PostHi Monokkel,
it turns out that although I did fix the input settings, there were other project settings that I missed. I just found I needed to add several trace channels, like "PathTrace" etc.
Since my project relies on some c++ modules, I had to migrate ATBTT into the cpp project instead of the other way around. There were history project settings, so I have to run a merge for all the config files now. Could you tell me the key project settings that I shall pay special attention to? Right now I found trace/collision and input are essential, are there others?
Originally posted by FuTou View PostFYI, yesterday I added grid manager actor location into account when dealing with "check outer Bounds" of BP_grid_camera. Guess maybe you can also check thatAdvanced Turn Based Tile Toolkit (Marketplace - Support)
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