[SUPPORT] Advanced Turn Based Tile Toolkit

I’ll try to help you along as best I can. Getting one’s head around how blueprints work can take some time. To get an actor to face another you generally just need to get their look at rotation and then modify the rotations of the actors based on the output from the get look at rotation node. From there you just need to make sure you fire the nodes at the correct time. In the toolkit this is done during the attack victim event. If you do the same thing connected up to event tick it will happen every single tick (note that the units of ATBTT have their tick disabled by default). I cannot be sure what you are doing wrong, but if you send me a screenshot I should be able to figure it out.

That is definitely doable. I’ll help you implement the feature if you find it tricky.
Ok,

This is a bug I thought I had fixed in an earlier update, but it seems it is back (though caused by something different). It only happens in the 2D game example, which is quite baffling. It is likely caused by the way the AI controller reacts to the specific layout of the 2D game example map, but I was not been able to figure out the exact cause when I looked at it this morning. I’ll try to find a solution soon.