[SUPPORT] Advanced Turn Based Tile Toolkit

@miketv23 Ok, glad that you managed to get it working. I would recommend looking into blueprint interfaces in the future, but if you do not have multiple blueprint classes that should take similar inputs then casting and regular custom events work fine. Blueprint interfaces are like generic events that can be called on any blueprint that implements that interface, with the exact content of the event designed on the blueprint in question. So you could for example have multiple different animation blueprint that do not necessarily inherit from each other, but implement an interface with events such as Attack, Death or whatever. In your skill blueprints you could then call these events on a unit through the interface without having to do multiple casting operations, which are somewhat clunky and inefficient. But like I said, this might still work fine in your implementation if you really only use on anim BP.