[SUPPORT] Advanced Turn Based Tile Toolkit

Hey, sorry for the late reply. Adding a print string should not break any execution chains, so I don’t really know what is happening here. Are you modifying BP_Ability directly? If you are using a child blueprint of BP_Ability which overrides PlayerActivate then the PlayerActivate nodes in BP_Ability will not trigger. Where exactly are these print string nodes placed?

Oops, sorry. Swapped the names out while typing. Hard to know what part you might be missing as you seem to be doing all the steps that I did and which work on my end. Perhaps try deleting and re-adding a couple of things so that you know that the correct references are being used? In your custom unit blueprint make sure the MulticastMoveAnimation calls the Animate movement interface function from the correct reference. Make sure it is the interface event that is called and not something else. Ensure that the abp was compiled with the interface added before adding the call to this event. Try printing the input and output of the speed variable and see if it has the correct value. In your animation blueprint, check your blend space and make sure that the animation changes appropriately when you alter the balue within the timeline. Check that you are using the correct blendspace within the state machine and try deleting and re-adding the reference to the speed variable in the blendspace. That is all I can think of now as, like I said, you seem to have done all the right stuff, and it works for me.