Hello, I am new to UE4 (I have looked at most of the needed tutorials and all of yours). I really like this toolkit and I plan on using it for Fire Emblem fangames, but when the time comes for me to make an original license I want to try a different gameplay style. Now that there is an action queue, how flexible would it be to develop a we-go game with simultaneous turns? What I mean by this is that you have a command phase where you plan your actions with no limitations other than that they would take longer to execute, and when you decide your plan you go onto the execution phase and can execute all actions in the order you put them in alongside the AI and other players executing their actions. The reason why I want to do something like this is because I want to make a strategy/fighting game hybrid, where time and execution time is very important as the game is balanced around frame data (Startup, active, recovery, and the move’s hit/blockstun) but played like a strategy game so that you can carefully plan every encounter and can have more interesting map design for interactions rather than a 2d plane. I know things like these are possible seeing as there are many simultaneous turn games already, but how feasible would it be to use the toolkit’s system for the command phase and then use a modified action queue that makes everything run at the same time in the execution phase?