[SUPPORT] Advanced Turn Based Tile Toolkit

Ok, thanks for the explanation. In that case, here is my suggestion: Keep BP_Unit as is and have a separate character blueprint for the player movement. Have a reference variable to the BP_Unit in your character and to your character in BP_Unit. BP_Unit should here have no mesh and so be invisible. You could attach it to the character blueprint, move it manually once the character movement is done or even move it per tick. For animating attacks, since you want to do this ATBTT-style you would do something similar to what I’m doing in BP_Unit_Anim, only that you hold a reference to the anim BP of your character blueprint instead of one contained in the unit itself.

Maybe a bit hacky, but I think this is a way to achieve the result you want with the least amount of headache.