Okay looks like the problem wasn’t your end game functionality, but the “Contains grid units”-branch at the start of the ability. I don’t understand why it does that yet or how how to work around it, but wanted to keep you updated. I think splitting the movement and attack part of the ability should do the trick. ![]()
EDIT: Nvm it wasnt the case. I’ll update once I find the solution.
EDIT 2: Okay now I think it might be this part where you have the TODO marked. I am not 100% certain, but it really feels like that way, since that part of the blueprint wont light up when debugging, though there are several other parts that wont either.
EDIT 3: Pobably the last edit, since I am 90% sure that its this part of the blueprint! When a slower (= that gets double attacked) **player **unit initiates the combat and dies, the deselect actor doesn’t light up and the turn passes to enemy when it should call game over istead and when a slow **enemy **unit initiates the combat and dies, the deselect actor lights up and the game over screen comes online! I think my system needs this to be always called, so how do I change it?