Tactical Combat 23 - Tile Neighbors For A* Pathfinding - Unreal Engine Tutorial Turn Based

Tactical Combat 23 - Tile Neighbors For A* Pathfinding - Unreal Engine Tutorial Turn Based

As fist step for our A* Pathfinding, we have to identify all the tile neighbors for all of our grid shapes. Then we'll be able to jump from one neighbor to the next until we reach the target. ──────────────────────────────────────────────────── 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 0:23 Create Action_ShowTileNeighbors 1:01 Add element in E_TileState 1:33 Set color in BP_GridMeshInst 2:05 Create Button_Action_ShowTileNeighbors 2:51 Add button in Tab_Pathfinding 3:46 Create BP_GridPathfinding 5:26 Function GetValidTileNeighbors 6:07 Function GetNeighborIndexesForSquare 7:58 Call function in action 8:34 Function ClearStateFromTiles 10:53 Add option to IncludeDiagonals 12:28 Feed IncludeDiagonals from debug menu 14:59 Function GetNeighborIndexesForHexagon 16:34 Function GetNeighborIndexesForTriangle 20:14 Validate the neighbors 24:06 Outro 24:16 Patreon Wall! #UnrealEngine #UE4 #UE4Tutorial #Unreal Tactical Combat 23 - Tile Neighbors For A* Pathfinding - Unreal Engine Tutorial Turn Based