I hope the solution works well for you. Just happy to help
Hmm, works for me. This is something I fixed in the last update, though, so if you are using an earlier version you will need to get and connect the Pathfinding Type variable from the current pawn and input it into the pathfinding functions in the event graph of ATBTT_AI_Controller.
I haven’t done any extensive testing, but the following seems to work. In this case I have created a new blueprint actor with a capsule collider set to overlap the pawn channel and have enabled overlap for the pawn channel in the skeletal meshes of the units. Collision should work just as well, come to think of it. I do not get any errors when using this: