Hi there, sorry for the last answer. Turns out I must have deleted the free roam ability by accident when auto-clearing unused blueprints a couple of updates ago. I wasn’t satisfied with just migrating it over from an older project and also made some improvements, now allowing for changing move direction before the unit has reached a target. I have added this ability and also removed some debug nodes that was still in BP_GridManager. For those here who do not use the FreeRoam ability there is no reason to update the project, but make sure to delete the event that is called by pressing X in the event graph of BP_GridManager, or you’ll get some weird behavior if the player presses X.
Epic usually take a few days to process a new update so you can add the ability directly by downloading this file and adding it to you project in [Project Name]/Content/Base/Abilities.
To enter free roam mode, activate the Free Roam ability, with the unit you want to use it selected in the input. To exit free roam and activate the unit as normal, call SelectUnit on the same unit. Here is some debug code I added to the player controller to quickly test this, though you would want to call it server side somewhere else as part of your gameplay logic:
https://i.imgur.com/RhqvOzs.png
Edit: Forgot to add the link I sent you in the PM while fixing this for the benefit of other developers. We recently discussed various ways of implementing free movement a couple of pages ago in this thread. Head over hereto see the discussion.