I played with the pop up UI widget for a bit to try to recognise the widget click however, it seems to not able to detect the interactive collision. It might be because right now my controller prioritises the move to behaviour over the other hit check it does under the cursor. I got a little bit tired of working on it so instead I took a detour
I updated the WFC tile plugin which meant i have to remap the static mesh to actor pairing and figure a bunch of things out based on the new settings.
Ivan was kind enough to update the plugin to allow for symmetry across the x and y axis. as i plan to have restricted and infinite look of the same map tile set. I’m not so sure if it’s that useful any more.
Right now i have the Symmetric about the X and Y axis checked and grows and clean up after growing turned on. When the character gets to the far left and bottom edge, the tiles do not keep extending. I am wondering if it is only growing at positive direction from the starting location?
Next Steps
switch up the logic of the cursor click detection from prioritising move to to one that is based on object interaction first