[SUPPORT] Advanced Turn Based Tile Toolkit

The new skeleton was integrated soley based on the ATBTT tutorial 7 and then tested in the ‘Example Map Grid’ with all animations working and also in the move animations. Now when i create a child blueprint from ‘UnitSkill’ and reference the new skeletal mesh and animation blueprint of that new mesh and test it in the ‘Jungle Raid’ Map the new characters just stay in there idle state when move from one position to another. All of there rotations and transformations are correct but it’s just there movement animations that just don’t seem to be activated. All the other original units in the jungle raid map function correctly. When i preset the speed variable of the new characters blueprint to something like 200 then the new characters are constantly in their running state and of course are never idle. I don’t see how the new units reference from the ‘UnitSkill’ child blueprint can be handled by the ‘UnitSkill’ Move TimeLine as it will cast to just the Pawn_Anim_BP_Parent, but i cannot be certain as i don’t know the code to a high extent and the full understanding of it. I have thought about creating a duplicate of UnitSkill and modify it for the new skeleton, but then all references of UnitSkill in other blueprints will have to be modified. This is where i found the purple node ‘Break Timer’ and am not too sure that another version of it can be created and exist along side it. This is as far as i got in attempting to add new skeletons to be playable in the ‘Jungle Raid’ map.