I got the following question in the comments on the asset page. I’m answering it here as it will not be possible to explain within an asset page comment and because I believe it might be of general interest. The question asked was this:
The toolkit is not setup to allow for this by default (I’m working on this, though), but it can be modified to allow for this with a quite few steps. First replace the BeginPlay event in BP_ATBTT with a custom event so that everything is activated when this event is called instead of the start of the game:
https://i.imgur.com/YfwUDHb.png
Next, in the player controller make sure a reference to the grid manager is setup in the ClientSetup event instead of BeginPlay, since the grid manager will not exist at BeginPlay:
https://i.imgur.com/nywd8zK.png
That is basically all you need to do. Now, after spawning the grid manager call ActivateATBTT at any time to start the blueprint setup cascade. After this is done you will probably want to spawn units which you can do using the built-in UE4 SpawnActor node. After you have spawned at least one unit you can call the StartMatch event in BP_TurnManager to commence turn based combat.
Note that while this seems to work fine it has not been fully tested yet so it might potentially cause issues I’m not aware of. If you run into any, let me know.