Hey, it is safe to say that migrating to the next update will be much easier than for the last one. My previous update was a major refactoring of almost all parts of the toolkit, while in the next one it will mostly be about iterating on what I have. An exception is the ability system which is being reworked somewhat, but how the abilities themselves work will be mostly unaffected. It is mostly about moving a lot of stuff away from the player controller and into abilities and making them more generic and flexible as a result. The big unit stuff might also potentially see some significant changes, but I am pretty happy with what I already have, so most likely it will just be about cleaning up and expanding upon what I have. So if you use the big unit system already in place, converting should hopefully be pretty painless. When the time comes that I release the next update I’ll of course do my best to help people who struggle with this.
Thanks for sharing your approach to checking whether a blueprint is owned by a particular unit or PC. I feel my solution is pretty hacky so I intended to look into more elegant ways of solving this. Could you elaborate a bit on what you are doing? What type of variables are RelativeToServerID and RelativeToServerFaction and how are you using them in the macro? If this works better than what I already have I might consider adding it to the next update if you’re fine with that.