For the most part I feel that blueprints have very few limitations, and this is probably an issue that will be resolved in the future, but for the moment I will be a bit more careful about using child blueprints for very complex blueprint actors. I'm sending an error report to Epic.
For aggro ranges where you enter turn based mode when spotting an enemy, this is exactly what I'm doing in the 2D example, so I recommend taking a look there. I also describe all the 2D example blueprints in my latest tutorial video.
Spawning units should be very simple indeed thanks to the function I've added.
When it comes to AI that is pretty well know to be the hardest thing about making a turn based strategy game. I think it is a really fun challenge, though, and I'm absolutely up for the task.
For aggro ranges where you enter turn based mode when spotting an enemy, this is exactly what I'm doing in the 2D example, so I recommend taking a look there. I also describe all the 2D example blueprints in my latest tutorial video.
Spawning units should be very simple indeed thanks to the function I've added.
When it comes to AI that is pretty well know to be the hardest thing about making a turn based strategy game. I think it is a really fun challenge, though, and I'm absolutely up for the task.
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