The result of more than six years of consistent updates and improvements, this toolkit is jam packed with features that can lay the ground work for all sorts of turn-based tactics and strategy games. There are hours of video tutorials, multiple example projects demonstrating various genres and an active Discord community to help get you started. Everything is made using well-organized, commented blueprints, making customizing the system possible even for non-programmers.
• Grid based path finding with variable movement cost.
• Supports square and hexagonal grids, as well as multi-level, overlapping grids.
• Fully realized top down camera with mobile and keyboard support
• Build levels directly in the UE4 viewport, either through drag and drop or through an automatic algorithm.
• Intelligent, tactical AI.
• Visibility system.
• Basic VR support
• Supports large grids (up to ~10,000 tiles by default, with ways to extend further.)
• Advanced turned based tactics example map, with a cover and stealth system.
• Tactical RPG map, similar to Heroes of Might and Magic.
• Top-down 2D dungeon crawler map, with fog of war and consumable items.
• Fully networked multiplayer.
• Designed to be flexible and allow for many types of TBS games.
Contact: Through the support thread or Discord (above) or e-mail Read More
Most of the grid based logic is contained within the Grid Manager blueprint. This includes visibility and pathfinding, which works independently of navmesh. The Grid Manager generates a grid when it is placed in the viewport. The turn based game structure is managed by swappable Turn Manager blueprints and input by ATBTT_PlayerController, channeled through modular ability blueprints which are also used to drive AI. Top down camera controls are contained in BP_GridCamera.
The framework contains some very simple meshes and materials, which are intended as placeholders for your own meshes and materials. The 24 included meshes contain few Tris and the 11 materials are simple colors without textures, causing minimal impact on performance as you are prototyping your game. Most included meshes have less than 30 Tris. All have less than 100.
Additionally two example games are included which use creative commons assets. They are included in the toolkit, but are also available elsewhere. The 2D dungeon crawler example uses a spritesheet that is licenced under creative commons zero, which is free to use for commercial use without attribution. These sprites were not created by me and can be downloaded for free ( The example game also includes music created by Jon Lunde. If you want to hear more, here is a link to his Soundcloud: The tactical game example uses 3D models by Invulse games ( , as well as icons from game-icons.net. The specific icons were made by Delapouit (crosshair), Skoll (footsteps) and Lorc (the rest).
Intended Platform: Desktop, Mobile