[SUPPORT] Advanced Turn Based Tile Toolkit

Sorry for the late answer, Haukifile. You must have postet it while I was writing my answer to , so I did not see it.

The error reported is inconsequential. I have fixed this error in my internal build already, but it is not something that should cause any issues. The movement issue you are seeing must be caused by something else.

I’m guessin the problem might lie in the movement nodes in the Unit blueprint. Either in Decide whether to Move or to Stop or in Accelerate and Move Pawn along Spline. I believe it is likely that after reaching the end of the spline, the unit loops back to the beginning instead of ending movement. Check the branches here and see if it the movement end conditions are ever met. This is as far as I can go from the information you have given me. Start searching there and come back to me with your findings if you cannot solve it.

Don’t worry about asking too many questions, . I’m happy to help :slight_smile:

Awake/not awake units in the JungleRaid map are set up by modifying the SortPawnsInInitiativeOrder, which you can see in the event graph of ATBTT_GaemMode_SciFi. Here I add units to initiative only if they are of the player faction. You can change the requirements by altering the condition on the branch there.

For your second question, I would do this in ATBTT_GameMode early in the ChooseNextPawn event. Compare the faction of CurrentPawn to the faction at index 1 of InitiativeOrder (the next unit). If the CurrentPawn has faction Player and this is different than the faction of InitiativeOrder[1], run your function.