I will look into reimplementing the overwatch ability fairly soon. For those who need something before then, install the 4.20 version of ATBTT (which you can open in 4.21) where these blueprints are still included. Be warned that they are a bit glitchy, though. It seems their animations disrupt the action system in some rare cases, which is why I removed them for the time being.
Weird, no idea why you are seeing this. They seem to be gone on my end.
Ok, my previous suggestions were a starting point, but when you know precisely what you need for your game the requirements and best practices will change. The solution I gave you does both the attack and the counterattack within the same ability (of the attacker). This works if you only have one melee attack type in your game, but if you have a lot of varying properties for the melee abilities of different units this makes the approach less ideal. However, using the action system, if you want two different animations to play out in parallel it is simplest to animate them as part of the same action (like I suggested). If you want to animate the counter attack after Animate Hurt is played then the attacks will not happen at the same time, which is what I think you wanted? Please give me a more detailed description on what you want to happen both on the game logic side and for what is shown to the player.
Yep, this action does not normally need the position of the enemy, so this is not input into the action. If you want to use this you have to do so. Also note that you should never do game logic stuff within actions. They are strictly for showing stuff to the player. If you use stuff like grid indexes within an action you will often get weird results, since such gameplay logic stuff is calculated instantly, while the animation of actions happen later. For instance, if you move a unit from one tile to another, the unit reference will first be moved on the grid (instantly), and then an action will be called which moves and animates the unit actor when the time comes in the action queue. Therefore if you try to get the unit’s grid index at the start of the animated movement action you will not get the index representing where the unit was at the start of moving its reference on the grid. If this is still a bit unclear I recommend rewatching my videos on the action system.
Great! Have fun developing and let me know if there is anything else.
Ok, thanks for letting me know. Could you tell me the condition under which you get a warning for this? Is this when spawning new tiles?
As mentioned, the ability and status effect 4.20 version of the toolkit should be a good starting point.