WidgetMenu
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Child of Unit_Anim using the debug puppet. The debug puppet changes color and animation blueprint based on its faction and range. Useful for quick testing where you want to visualize factions.
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Child actor of Unit that modifies the movement functions with actions for displaying movement. Also includes a puppet child actor.This Puppet child actor displayed in the viewport when building a level is purely for visualization and will be deleted and replaced with a separate actor at runtime.
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Used for spline paths that should just be a straight path between two points
Specifically used for movement paths. Adjusts and clean path points to fit the movement points before generatng the spline
Used by a GridUI to draw movement spline paths and outlines
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A puppet based on Character instead of Actor. Useful if you need to make use of the CharacterMovement component. Should be the puppet of a unit that accounts for the origin of the actor being in the center instead of at its feed. BP_Unit_Anim_Character is set up to account for this.
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BP_BigNothing Path: /Game/AdvancedTurnBasedTileToolkit/Maps/Experimental/BigUnits/BP_BigNothing .. cpp:class:: BP_BigNothing : public Object
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An example puppet that gets assigned its material and animation blueprint based on its faction and range. Intended for quickly debugging units that are obviously of different factions.
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Puppet set up with a mesh based health bar that auto rotates to face the camera. Useful in cases where screen space UI does not work well, like in some VR applications.
A puppet actor that uses a billboard based health bar
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An example puppet actor, used by Unit actors to represent them visually in the game. Generally controlled by Actions and should not affect gameplay logic.
Companion action to BP_Interact_Mover for moving a platform to a location, attaching any unit standing on the platform and moving it along.
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Launches a bomb projectile at the specified end location in a physics based arc. Spawns a BP_Bomb actor for this purpose. By default used in BP_Ability_Bomb
Moves the specified puppet in an arc between the specified locations and calls on it to play a jump animation.
Shoots a laser beam at the target location, displaying damage to any hit targets if specified.
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Signals the specified unit to use the climb animation, continuing once AnimationEnd is called on the puppet component of the animating actor. By default only works on the Demo puppets and only in standalone games (uses root motion)
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Ability used for spawning units in the game. Used in the MpSpawn example map.
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Debugging widget for showing which actions queued and which are currently playing. Enable by setting ShowDebugDisplay to true in BP_ActionManager
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https://www.youtube.com/watch?v=bzaDpRtHtxY
https://www.youtube.com/watch?v=FVZLc6gG7No
https://www.youtube.com/watch?v=6D4xyGAmSvU
A very simple HUD that shows if it's the Player or Enemy turn. Acts as an example for communication between other blueprints and the HUD.
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https://www.youtube.com/watch?v=aVL8Y4vnpOk
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Must add BP_StealthSystem to BP_GridManager for this component to function. Units set to unaware are removed from initative at the start of the game. Can be specified on each component or for an entire faction (specify this in BP_StealthSystem). Handles listen and spot checks for unaware units.
The parent class for all Unit actors. Is intended to be invisible and work with data and gameplay logic. Visualizing the unit in game is handled bt a Puppet actor, which is spawned by the Unit at runtime.
The blueprint on which all tiles are based. To create a new tile, make a child of this blueprint or a duplicate of any other tile blueprint. Handles grid positioning and snapping and interacts with Grid Manager for instantiating meshes.
Handles starting and ending unit turns, holds the initiative order, current turn, current active unit and functions related to manipulating the turn order. This Turn Manager cycles through units by their faction.
This Turn Manager cycles through units by their faction, and the next unit will not be automatically selected when the current unit ends its turn.
Creates grid sections that are added to BP_GridManager on begin play as if they were part of BP_GridManager. Useful as an optimization measure if you have a very sparse grid instead of simply resizing BP_GridManager. Note that subgrids should not overlap any tiles of the grid manager or other subgrids. For overlapping levels use meshes blocking PathTrace.
Add to the GridManager to enable the use of any StealthComponents added to units. Any such units that have factions set in UnawareFactions will not be added to initiative at the start of the game.
This Turn Manager cycles through units by their Initiative variable
Used by the Stealth component to notify when an unaware unit is alerted and will be added to initiative.
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Parent blueprint for status effects. Holds events for when a status effect is activated and when the unit that has the status effect starts or ends its turn. These are intended to be defined in child actors of this blueprint.
Pathfinding that considers the GridSimpleCosts map variable in BP_GridManager for determining cost. Useful in games where you want to set the cost of a tile globally instead of handling it through separate edge costs. UseSimpleCosts must be set to true in the GridManager for this to work.
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Variant pathfinding for hexagonal grids that prefers that units move in a snaking path between tiles over long curved lines, in cases where the move cost is equal. Might look better than standard pathfinding for huge open maps with long move ranges.
Handles player login setup, keeping track of abilities and handling player input through communications with the GridCamera and abilities
A pathfinding type that simulates GetIndexesInRange. Ignores any barriers and considers all tiles as connected to their neighbors. Less efficient than GetIndexesInRange, but can be useful for some edge cases.
Ignores diagonal tile connections on square grids
Allows the unit to path through the space of units of the same faction
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Handles default pathfinding. Normally called on by GridManager with pathfinding type chosen as defined in the active unit.
Pathfinding that treats the move cost of entering all tiles as 1.
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Handles UI elements to be displayed on tiles. Mostly gets called on by abilities.
Template blueprint for blueprints that need to find the index they are placed on and be able to snap to the grid. Parent blueprint of Tile_Parent
A platform that is useful for creating multi-level grids. Turns invisible if the camera is zoomed close to reveal the levels below. Create child actors of this blueprint and replace the meshes with meshes of any size and shape.
Just BP_GridManager with BP_CoverSystem and BP_StealthSystem added. You can add these components manually to a regular BP_GridManager and achieve the same result.
Controls panning, zooming and rotating the camera as well as following the current pawn if EnableFollowCam is set to true
Child of BP_GridManager which overrides certain functions to enable hexagonal grids.
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Add to actors you want to serve as external actions, in which you want to play actions as if they were BP_Action type actors by using BP_Action_ExternalAction. Also add BPI_ExternalAction. This component's only purpose is to hold the OnExternalActionDone event dispatcher, which should be called at the end of the external action to signal to BP_Action_ExternalAction that it is done and that we can return to the regular action queue.
Calls on the ability box to update to show the available abilities, charges and cooldowns for the specified ability system component. By default called when a unit with the ability system component is selected.
When added to the Grid Manager, generates the GridCoverTiles variable using the CoverTrace channel, storing cover values based on the blocking height of meshes blocking this channel. Is utilized by abilities (such as BP_Ability_LaserRifle) to modify accuracy.
Spawns an emitter at the specified location, with an optional input for playing a sound.
Stores the Current Turn and Active Actor in special Animate variables in the Turn Manager. Useful if you need to know what turn and active actor is currently being displayed to the player (the actual current turn and active actor might be different, since the action system is asynchronous and can lag behind)
Spawns the specified actor. As this is done in the action queue the actor should only be used for cosmetic event and not for gameplay logic. For actors relevant for gameplay logic it is recommended to not use this action. Instead spawn it without an action on the server and then unhide it as an action.
Allows the turn manager to wait for all ongoing actions before starting the next turn. This action is unconventional as it bridges the action queue and gameplay logic. The primary purpose is to make debugging easier, as you can be certain that any actions playing will relate to the current active actor. Also prevents infinite loops for long lasting AI vs AI matches, as the AI units will have to wait for the last unit's actions to end before running its AI logic.
Sets the specified actor to HiddenInGame (or disables this)
For printing strings as part of the action queue. For debugging.
Shows that an actor has been selected by the player or AI. Calls on the GridCamera to follow the actor and calls on the GridUI to mark the actor (by default displaying an active unit marker below the actor)
Calls on the grid camera to pan to the specified location
Plays a sound with the specified settings.
Calls on the specified puppet to animate changing health. For the default puppets this means changing the fill of the health bar. If damage is taken (not healed) call on the puppet to play a hurt animation. If specified calls on the puppet to play a death animation (and hide the health bar on the default puppets)
Moves the specified actor from its current position to the specified EndLocation through a lerp
From the specified locations, generates a spline path and moves the MovedActor along it, calling on it to play a move animation (can be specified on the moved actor)
Displays tile markers on the tiles specified by the input array and of a type specified by the MarkerType input, as interpreted by the GridUI. Calls on the default GridUI unless otherwise specified.
Displays Game Over in the center of the screen
Displays a status effect icon on the Unit HUD of the specified puppet
Displays the specified text in large letters in the center of the screen on WBP_ATBTT for a specified duration. By default used to display faction turns when using the Strategy Turn Manager
Offloads playing the action to a separate actor. Useful when doing complex actions where you would otherwise need to add lots of action inputs. Keep to the same limitations of what to manipulate within the actor as you would within actions. Requires that the External Actor implements BPI_ExternalAction and the ExternalAction component. See BP_GA_DemoDoor for an example.
Adds a delay to the action queue. Using an EndDelay for the previous action is preferrable if it achieves the same result, as you'll need to spawn one less action.
Clears all types of tile markers displayed at the time of this action being played. Generally called when pressing the End Turn button.
Calls on puppet to play an animation specified by a gameplay tag. If specified, waits for puppet to play animation (handled by the puppet) before ending the action.
Calls on puppet to play an attack animation, ending the action once the puppet calls an animation hit event. Generally you want to have queued an action for displaying damage dealt right after this action, as it only handles animating the attack.
Tells the grid camera to follow the specified actor
Not an action. This counter is used by the action system to keep track of which action is currently being played by the client and which actions can safely be destroyed (from the owning client's perspective)
Actor with logic set up with common logic needed for actions. Actions are responsible for visualizing most of what is happening in the game to the player. When spawned actions are automatically queued in an Action Manager (the default one if not manually overriden). They will then be played in sequence, calling PlayAction. When an action is done, make sure to call EndAction so the Action Manager will proceed.
Loops over an array of Action actors and play them in sequence. One Action Manager is spawned by the GameState at startup and is considered the default Action Manager. When an action is spawned it is automatically added to the queue of this default Action Manager unless specified otherwise.
Ability that combines movement and attacking in one. An example of how to set up an ability for units that don't use the AbilitySystem component and thus can only have a single ability.
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The ability that is by default active when no other ability is active, such as when no unit is selected or it is not the owning player's turn. If the owning player is the ActivePlayer, allows for selecting units if the Strategy turn manager is used. Otherwise just shows the hover marker and holds no other functionality.
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Barebones attack ability
Along with basic game state duties, serves as a common blueprint to call on to get references to important singleton blueprints.
Same as BP_ATBTT, but with BP_TurnManager_Initiative set as the Turn Manager
Barebones movement ability
Holds core functionality which will generally be shared by all abilities, including ones not owned by units. Handles taking and validating input from the Player Controller and setting up the GridUI for the ability.
Same as BP_ATBTT, but with BP_TurnManager_Initiative set as the Turn Manager
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Sets up the game and handles login events.
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Parent of all ability blueprints. Handles both displaying and executing the ability for players as well as calculating the value of its use for AI units.
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Add to actors you want to serve as external actions, in which you want to play actions as if they were BP_Action type actors by using BP_Action_ExternalAction. Also add BP_ExternalAction_Component
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Spawns the grid and all grid based arrays. Holds the location on the grid of all actors and the walkability between tiles. Runs pathfinding, visibility and all other grid-based code. Holds many such functions that are generally called by other blueprints. Also responsible for instantiating meshes.