Good to see you things are off to a good start. Since the RPG I made wasn’t actually turn-based, I’m not sure I could offer as many detailed pointers as I did in your other thread. But I’ll give a shot. Ultimately, my suggestion is to visualize what kind of data you want to keep track of during a fight. Things like who is attacking, who’s turn it is, who is KO’d, etc.
You would definitely need a boolean to determine if you are in a battle. You might want to put this in either the Player Controller or Game Mode Blueprints. If it’s just one on one battles, you could also just use a boolean to determine whose turn it is. To get a character to attack, you would just use an Event that would run all the calculations need for the amount of damage you do. And once that calculation is complete, you would check to see if the character got KO’d to see if the battle needs to end.
For enemy controls, you probably won’t have to use AI too much, but you can if you want to. In my own game, I just had the enemies choose a move at random via RandomIntInRange. That int being whatever the index of the move you have.
As for where to put these functions, that’s up to you, but for the scope of your project, just having all the battle-related blueprints in the GameMode object would suffice.
Beyond that, I’m not sure what else I could offer unless I were to create a prototype for myself. But I guess experimentation is part of the learning process for Unreal Engine.