It can be any number of things, I’m afraid, but I’ll tell you how best to troubleshoot it. Use break points in the event graph of ATBTT_AI_Controller to see if the nodes are firing in the order you expect them too. Identify the point at which it diverges from the path it follows in a fresh ATBTT project and compare the two from this point and back in the logic chain. Pay particular attention to the values of the arrays containing potential targets, such as reachable pawns, choice array and so on. I’m guessing the AI either does not register what enemy units are in range or discards the ones it has found. When you have found out more specifically where things break down I’ll be in more of a position to help you.
Ok, so to be clear your problem is that the wall above the center wall in your screenshot is not walkable and you want it to be connected to all surrounding tiles except the one below it?