This question was originally posted on the store page. I have pasted the question below. The forum thread is a better place for providing support since I get notifications, there is not a restrictive character limit and because one can include images.
There are a few ways to do this, to be sure. Which one is the best depends on the specific needs of your game, but I’ll give you something that should be enough to get you started.
First, the reason collisions are not working is because units do not have collision enabled by default. You should first do this by going to the units you are using and enabling collision and overlap events for either their skeletal meshes or a new simple collision shape you add. Then, add a collision box or sphere (depending on whether you have a hex or square game) to the Unit blueprint. For a collision sphere a radius of 200 means it covers all immediately surrounding tiles for a hex grid. Enable its collision for queries and overlap events and have it overlap whatever channel you have set your units’ collision to. Like so:
Now to add some nodes to the Unit blueprint so that it can detect if it overlaps any units during movement and damage them if they do. But first, set “Update Index During Movement” to true as the default for the unit blueprint. This causes units to automatically fire an event whenever they enter a new tile, which we can use to our advantage.
After that, add the nodes shown below after the Entering New Tile event. This will cause overlapped units to be damaged when the unit moves into an adjacent tile. I’ve also added a couple of branches to make sure only enemy units are damaged and that any one unit is only damaged once per turns. The Aleady Overlapped Units set is used for this. You also need to clear this after unit activation so that it does not carry over from previous turns.
For your other question, having a unit rotate to face a location is pretty straightforward. Simply use the SetActorRotatin node to set the Yaw of the unit to the output of a Find Look at Rotation node, where the input to this node is the location of the unit to be rotated and the location it should be facing. I do exactly this in the Attack Victim custom event in the event graph of Unit:
Hope that helps!


