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Tactical Combat 34 - Reachable Tiles - Unreal Engine Tutorial Turn Based

Alex Quevillon [En]

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Tactical Combat 34 - Reachable Tiles - Unreal Engine Tutorial Turn Based

4 560 просмотров · 4 г. назад
Alex Quevillon [En]
80,5 тыс. подписчиков
4 560 просмотров · 4 г. назад
Because the units won't always have enough movement points to walk the whole grid, we're adding the possibility to limit the amount of tiles they can reach. And, obviously, we take the time to display the reachable tiles to the user. ──────────────────────────────────────────────────── Marketplace page ► https://www.unrealengine.com/marketpl... ──────────────────────────────────────────────────── Poll Tactical ► https://forms.gle/GzB6Bm5Vy1bgcWCR9 ──────────────────────────────────────────────────── French Channel ► https://www.youtube.com/AlexQuevillon... English Channel ► https://www.youtube.com/AlexQuevillon... ──────────────────────────────────────────────────── Discord ►   / discord   Patreon (Project Files) ►   / alexquevillon   YouTube Members ►    / @alexquevillonen   ──────────────────────────────────────────────────── Unreal Engine Version ► 4.25 4.22 to 4.27 also work without any changes 5.0 and 5.1 not recommended, but work with minor differences ──────────────────────────────────────────────────── 0:00 Intro 0:22 Button_Action - Function to detect which button is selected 3:50 Button_Action_FindPathToTarget, Action_FindPathToTarget & Action_SelectTileAndUnitAndGenerateReachables - Add variables to limit the length of the paths 8:27 Action_SelectTileAndUnitAndGenerateReachables, E_TileState & BP_GridMeshInst - Action's logic 10:08 BP_GridPathfinding - Add support of reachables in the pathfinding 13:22 Action_SelectTileAndUnitAndGenerateReachables - Final touches so we can test the reachables 14:46 BP_GridPathfinding & Action_SelectTileAndUnitAndGenerateReachables - Limit the length of the path 17:24 Button_Action_FindPathToTarget - Change the minimum length to 0 instead of -1 17:52 Action_FindPathToTarget, BP_Grid & Action_SelectTileAndUnitAndGenerateReachables - Fix little bug with the path and callback conflicts 23:07 BP_PlayerActions & Action_FindPathToTarget - Hide path when selected tile changed 24:43 Button_MoveUnitOnGrid, Action_SelectTileAndUnitAndGenerateReachables, S_UnitData_Stats, DT_DefaultUnitDataPerUnitType & Action_MoveUnitOnGrid - Support reachables and path for the units 28:40 BP_Unit & Action_SelectTileAndUnitAndGenerateReachables - Polish reachables visibility when the unit is moving 31:22 Action_AddRemoveUnitFromCombat & BP_CombatSystem - Fix one last little bug 34:29 Outro 34:38 Patreon Wall! #UnrealEngine #UE4 #UE4Tutorial #Unreal Tactical Combat 34 - Reachable Tiles - Unreal Engine Tutorial Turn Based