Ok, I see. That is pretty tricky to do, but not impossible. Essentially you would want the grid manager to cover the entire area that the smaller grids would inhabit. These smaller grids would not be actual grid managers, but just groups of static meshes. When moving these “islands” what you would have to do is remove the tile indexes it previously occupied from the GridLocations map and add the new locations instead. You would then have to update the GridEdges array appropriately as well. You could run the entire CreateGridLocations and GenerateGameplayGrids again (after clearing the appropriate arrays) whenever you move an island and that would do the trick, but that is highly likely to cause frame drops. Instead you would have to do something similar but for limited areas. Take a look at those functions and try to understand how they work. After that try to implement something similar on a smaller scale. null If you run into difficulties come ask me. Note that this is a pretty advanced modification of the toolkit and will be challenging.
Yep, you have the right idea. The important stuff to copy is all the AxisConfigs and ActionMappings from DefaultInput (or you will need to add new input events yourself) and the collision profiles from DefaultEngine.
If you have a very large map and use the procedural options the toolkit will do a ton of calculations at startup, which can potentially hit the built-in loop iteration limit. If you get infinite loops at the first tick of gameplay go to project settings -> Engine -> General Settings and increase Maximum Loop Iteration Count until you no longer experience the issue. Try this and see if you still have any problems.