[SUPPORT] Advanced Turn Based Tile Toolkit

Hello, @!
I need to develop few features and could use some directions where to start.
Features come from games like Jugged Alliance and Fallout:Tactics, where you move your units RTS style untill you see enemy (or enemy sees you), after that it’s turn based.
Turn based part is already pretty good in ATBTT, but RTS part is missing.

  1. Realtime movement while player doesn’t see any enemy.
    I’ve found “free roam” boolean, which makes pawns move without switching turns. But i can’t change destination while moving. Pawn recalculates path only after it reaches his destination. What’s best way to implement immediate path recalculation if clicked while moving?

  2. Group selection and moving in formation, while we don’t see any enemy.
    Right now, as far as i can see, movement is initiated and calculated by PlayerController blueprint, meaning that for group movement i need to move this logic to Unit_parent blueprint, so it’s run separately and simultaniuosly for each pawn. Or, maybe, more easy way would be to change CurrentPawn variable in GridManager to CurrentPawns array?