Ah, I think it could be a problem with the type of blueprint that you created. The parent class (the one you pick when you make a new blueprint) should be either a pawn or a character (mine’s based on character). If you picked just the actor class it doesn’t have the stuff needed by default to receive input from a controller. I probably couldn’t have picked a more confusing name for it if I tried. I’ll be sure to try to pick some kind of name that doesn’t mean something else when I’m trying to explain something in the future. Like AI_dude or Jim or Bob or something.
Also I did a bit of fiddling about with the grid myself later and made the grid form to an uneven surface or landscape and fixed a silly location error. For like when you want to dynamically spawn a movement grid when encountering an enemy or something. Although some fiddling with the movement square highlight traces would be necessary to prevent running to invalid squares.
There’s a landscape with that curvature below the grid. It takes the surface normal of whatever is beneath it and rotates the tile to match it more or less and sets the height to be roughly on the surface. The AI can walk on it as long as the steps aren’t too big (so no cliffs) and the angle of the steps is below max walking angle.

