Hello P.A.S.C! afraid that is not something that is in the toolkit by default. The blueprints are fairly basic, and to do what you are asking you would need to look into inverse kinematics to move the legs appropriately. If you are using units without skeletal meshes and want to rotate them based on where they are standing you could try to get the normal of the mesh beneath them and use that to set the pitch. Those are the first things I would try. You could also potentially use collision and physics for this. All of these things are a bit outside my area of expertise, but their implementation should not need to be adjusted for the toolkit, so you should be able to look up general Unreal Engine tutorials/documentation for any of these solutions. Apologies that I cannot be more specific in my support in this case. Let me know if you are successful.