Thx! I created invisible hex walls and used them to block of the path through wall sections. This doesn’t seem to be completely optimal but it works pretty well!
Sometimes after playtesting I get an error shown in the message log. It says:
Accessed None ‘CallFunc_BreakHitResult_HitActor’ from node ForEachLoopWithBreak in bluepring BP_Grid_Manager
Most of the time this error is shown in the message log (2-15 times) after a playtest. Sometimes it isn’t shown at all. Didn’t manage to find a way to get the error 100% or 0% of the time. So I don’t know what it has influence on or why it appears.