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    Hi!

    First of all I adore this kit and its the perfect starting place to build off of. Thank you so much!

    I have ran into an error creating new pawns however - when i duplicate a existing pawn i get this error -
    http://puu.sh/iY7qU/2d53559a8d.png

    This is with no changes to the duplicated pawn whatsoever. Any ideas?

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      @tamaster92: Yeah, that is a known error. That error is due to UE4, though, and not my toolkit, so I don't think there is a way to prevent it from appearing. It is easily remedied, though. You just have to follow the errors to the event graph of the new unit, drag out new pins from the casts and set up each of the three animations again, which is done quickly. I go through these steps among other things in my sixth tutorial video (link to the relevant bit). That should do the trick
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        Originally posted by Monokkel View Post
        @tamaster92: Yeah, that is a known error. That error is due to UE4, though, and not my toolkit, so I don't think there is a way to prevent it from appearing. It is easily remedied, though. You just have to follow the errors to the event graph of the new unit, drag out new pins from the casts and set up each of the three animations again, which is done quickly. I go through these steps among other things in my sixth tutorial video (link to the relevant bit). That should do the trick
        wow, super fast response.

        Thank you very much and I look forward to the upcoming updates

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          @tamaster92: Happy to help! The next update is coming along nicely, though there's still quite a bit I want to add before it is ready.
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            @Monokkel: That worked I guess I was not thinking about that since I want to see the grid when I am working in the editor to line things up. Oh and the decals was the rangetrace. However I have a different problem now. I can see that the units have a parent of unit_parent, and the unit_parent has a parent of pawn. I have set a collision box to overlap pawn and yet it does not trigger when the pawn walks into it. Is there something I have to set to the pawn gives overlap as pawn. If I use world objects I get in trouble with looping.

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              @Anzak: If you're using the sample units included in the project, they do not have any collision activated by default. You must give them collision and make sure it blocks/overlaps the same channel as your trigger volume.
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                @Monokkel: Yup got it and figured out my looping issue. This has really been an eye opener for me. Lots of learning on a very short time. Is there an event that is triggered at the end of a pawns turn that I can leverage or do I have to add that myself?

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                  One more for you. When I enable collisions on the Pawn's SkeletalMesh so it triggers overlap events the starting Tile of the actor seems to have an invisible box about the height of the actor. Even if I set no physical collision it still happens.

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                    What do you mean when you say it seems to have? What is happening exactly?
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                      The Pawn jumps up about 100 units when you first move it. Then after that any time it walks over the tile it started on it walks up and back down an invisible hill about 100 units high.

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                        @Anzak: I'm guessing you set up the collision of the pawns to block PathTrace and RangeTrace. PathTrace is used to determine what tiles are walkable and their height when you use heightmap from tracing. When the toolkit traces for heightit collides with your pawns and think the tile is as high up as the pawn's head. Set the collision of the pawns to ignore PathTrace and RangeTrace and it should work fine.
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                          Yes path and rangetrace are turned on. However I can not turn them off.

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                            Ok, I'm not home so I can check the exact wording, but you should be able to set collision presets to custom so that you can specify each channel. That's a basic feature of UE4, so if you can't find it do a quick googling
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                              I have it set to custom. When I click the check box to turn them off it does nothing. Click image for larger version

Name:	collision.PNG
Views:	1
Size:	50.9 KB
ID:	1081733 I had it changed in the picture but I have Collision Enabled set to No Physical Collision. Does this have something to do with how the actor inherits from pawn?

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                                Oh, I see. You can't click them off. Set them to ignore.
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