I sent you a PM about a possible solution earlier, but I’m replying again here for the benefit of others. I had a similar bug with actions seemingly starting and ending early in a test build. The issue turned out to be the death animation being set to loop. The units turned invisible after the first loop, but it continued repeating the animation while invisible. This activated the anim notify at the end of the animation every time, triggering EndAction and thus mucking up the action queue. Check your animations and make sure none of them are sending notifies more often than they should and check if that solves things.
Checked it out and confirmed the bug. This is not an issue that should have any impact on gameplay, but I’ll fix it in the next update. To remove the warning, input OwningUnit into the Units input of the “Activate” QueueAction macro in the event graph of BP_Ability_Grenade.
Good to hear that mobile performance is decent even with your fairly complex game.
Hmm, honestly I have no idea why the open level function would work, but using the console command will not. Why isn’t Open Level going to work for your game? Do you know what central ways these two approaches should differ? Networking is not something I have a complete overview over.
Well, there is not any in-built event that signals when the camera has stopped moving. The camera centering on a new unit is handled by the FollowTargetTick function in which is connected to the tick event of GridCamera. If PanToCustomLocation is true and ActorToFollow is a valid actor then the grid camera will pan to that location using a lerp. I guess you could add a check in the event tick of where you compare the actor location of the camera to the location of FollowTarget at the end of the function. If they are nearly equal you could fire your custom event. You would control access to this check through a gate node, which you would open at the start of a new actors turn and close after your custom event has fired. That is one possible approach, in any case. Hope it is enough to get you going.
Welcome Those are general topics that are not unique to the toolkit, but here are a couple of good resources.
For extending to c++ you should of course first have a good knowledge of C++ (which I’ll assume you have. If not learncpp.com is a great resource). For combining blueprints and C++ I recommend starting with UE4’s documentation.