hello and welcome I am Knut I will be creator of the advanced turn-based tile toolkit for Unreal Engine thanks for showing interest in this asset in the next few tutorials I will show you how to get the basics of this toolkit working in this first video I will show you how to get a basic map up and running so without further ado let's get started so first let's create a new level and we choose the default level and then we can just delete this mesh and player start and reflection capture we don't need those and then we want to add our grid so we go to core and grid and here you will find the grid manager which is the most important blueprint in this toolkit which holds all the functions for grid math and various grid operations and so we place this into our level I like to 0 the location out it makes some math a bit simpler if you want to add your own features later on though you can put it anywhere but just if you have no other reason and just put it at 0 and then in the settings we can increase the size of this grid manager so if we click it you will see here we can change grid size so let's create a small but slightly bigger size scribbs we can do a 9 by 9 that looks fine the next let's add something to interact with the grid survey unit and then we go into this units folder and you can find BP unit annum here which is like a basic example of how to create a an animated unit that interacts with the grid we can place this anywhere you will see that it snaps to the grid automatically and now if we press play we can walk around on the grid and we can press Q and E to rotate consumed in and out by scrolling and pan with W a s and D and it is all working fine though this level is a bit boring not much to do except walk around so let's do something about that first let's add some obstacles we can find some wooden tiles and square since we're using a square grid and then we can place some of these tiles here these black walls three of those into our map and now if we press play we see that they block our movement so this is something but still not much to do for this guy so let's add an enemy we can take the guy we already got select him and all drag to create a copy now if we do that then he's a friendly unit so we can't attack him which was switched to him so to indicate that this guy is an enemy we can go into his settings here and we can change his faction and we change the faction to enemy and I also set him to be AI controlled so it doesn't have to be and then if we press play we can see that we can work and attack him and when it's his turn he will attack us we can move away and he's kind of chases and yeah so we got a very simple level going and I lost so those are the basics really if you wanted to use a hexagonal grid instead you can find that here as VP grid mentor hex only one grid per level though and and well another thing if you don't looking at identical units there's a handy debug unit and in units called VP unit and in debug which automatically gets its color and based on its faction variable and which automatically changes its animation blueprint based on its range so these are useful for debugging and testing out mechanics and so on though I wouldn't recommend having this as the base for the actual units in your game for how to set that sort of stuff up see my tutorial series on creating units that just about does it for this first video in the next video I will show you how to use tiles and other methods to create a more interesting map but that's it for now thanks for watching
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