[SUPPORT] Advanced Turn Based Tile Toolkit

Hi awlamon, I actually gave an answer to a similar question a few days ago. Take a look at my response here and see if that answers your question.

Happy to hear you’re working on your project again, Haukifile. So with the action system you’ve got two different things happening. The server-side events that happen instantly and modify the underlying gameplay variables, and the client-side animating of actions that display to the player what happens and take as long time as needed to animate things.

The action system uses an array in BP_ActionManager called the action queue which sequentially plays the actions held in the array, removing them as they are completed. Therefore, if you enter the actions (throw grenade, explode grenade, move) in the correct sequence they should also play in the correct sequence. Check to see if they are in fact running in the correct order. Print to the log when the queue action macro for each of these three actions is called to control that they are called in the correct order.

If they are, make sure that they are not checked to be played with the previous action in the input of the queue action macro. If you call the explode grenade action after the move action, the action will explode at the beginning of movement, since they play at the same time, but the explosion presumably lasts a lot shorter than movement.

Lastly, ensure that your grenade throwing/exploding stuff is actually happening within an AnimateAction interface event. If you instead call these as normal within the same execution flow as the server side events they will happen instantly and not wait for any preceding actions.

Hope that helps you find the cause of the issue. Get back to me if it still doesn’t work.