Unreal Engine Grid Movement: Movement Points & Turn Reset (Blueprint Tutorial)

In this Unreal Engine 5 tutorial, we finish our XCOM-style grid movement system with movement points. In Part 1, we created the grid, calculated reachable tiles, and marked possible movement positions in green. In this second part, we make the system fully playable: the player can click on reachable tiles, move to them, spend movement points, update the grid position, and reset movement points with a simple end-turn action. We start by fixing the grid collision setup. The grid should be visible and clickable, but it should not block the player movement. After adjusting the collision response, we make sure the player can walk over the grid while the cursor can still detect the tile below it. Then we create a function that checks which grid tile is under the cursor. If the clicked actor is a grid tile and the tile is reachable, the player moves to that tile. This prevents movement to black / unreachable tiles and makes the green reachable area actually matter. After that, we reduce the player’s movement points based on the movement cost of the clicked tile. Once the player moves, we rebuild the grid around the new player position and recalculate the reachable tiles with the remaining movement points. A big part of this video is fixing timing issues. The grid should not update while the player is still moving, because that would place the new grid at the wrong location. To solve this, we add a pending tile, an is-moving flag, and a timer that checks when the player has arrived close enough to the target tile. We also improve the grid centering logic. The grid is recalculated around the player, and the center tile becomes the player’s current tile. This keeps the movement grid aligned correctly after every move. Finally, we add a simple end-turn action with the space bar. Pressing space restores the movement points back to the maximum value and updates the reachable tiles again. With this, the player can move, spend points, end the turn, and continue moving on the grid. What you will learn in this video: How to finish a grid-based movement system How to make tiles clickable without blocking the player How to detect the grid tile under the cursor How to allow movement only to reachable tiles How to spend movement points after moving How to rebuild the grid after each movement How to wait until movement is finished before updating the grid How to use a pending tile and movement check timer How to keep the grid centered on the player How to reset movement points with an end-turn action Chapters: 0:00 Intro & Final Result Preview 0:48 Reviewing the Current Grid Setup 1:07 Fixing Grid Collision and Player Movement 2:32 Creating the Try Move To Grid Tile Function 3:14 Detecting the Tile Under the Cursor 4:36 Checking if a Tile Is Reachable 6:23 Connecting the Click Movement Logic 7:08 Debugging Tile Detection 8:21 Fixing the Collision Response 9:24 Moving Only to Reachable Tiles 9:32 Planning Grid Updates After Movement 10:16 Reducing Movement Points 12:19 Creating the Clear Grid Function 14:47 Rebuilding the Grid After Movement 16:31 Fixing Reachable Tile Updates 19:45 Final Movement Fix Overview 20:13 Checking Movement Finish with a Timer 22:04 Validating the Pending Tile and Acceptance Radius 23:57 Spending Movement Points After Arrival 24:34 Clearing and Recreating the Grid 25:19 Centering the Grid Around the Player 27:04 Setting the Center Tile as Current Tile 28:18 Testing the Finished Movement System 28:36 Adding a Simple End Turn Action 30:13 Updating Reachable Tiles After Reset 31:18 Final Test and Wrap-Up Course Goal: We are building an XCOM-style grid movement system in Unreal Engine 5. The system uses movement points, reachable tiles, click-based movement, grid updates, turn logic, and a clean foundation for tactical or turn-based games. Unreal Engine 5, UE5, Unreal Engine Tutorial, UE5 Tutorial, Grid Movement, Grid Based Movement, XCOM Style Movement, Movement Points, Click To Move, Turn Based Movement, Reachable Tiles, Grid System, Top Down Template, Blueprint Tutorial, UE5 Blueprints, Grid Manager, Grid Tile, End Turn, Space Bar, Tactical Movement, Strategy Game, Indie Game Dev, Unreal Engine Blueprint

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