Are you running your input event from an actor that actually receives keyboard input? Try calling it from a keyboard event in the player controller, perhaps?
Probably a good call. I’ll let you know if I think of something simpler.
Check out anim notify events. Google that and footsteps + unreal engine and you should find some tutorials.
In the hover event (event server hover,) of whatever ability is active you can check the GridUnits TMap in BP_GridManager at the hovered grid index.
Switching factions just means setting the faction variable and AlliedFactions variable to appropriate values.
The default visible grid is mostly there for debugging and is not that easy to modify. I recommend setting ShowDefaultTile to false and visualizing the grid in whatever way you choose. Check out the 2D example map (2D/Hydra’s Lair) for an example on how to use a sprite based grid.
Again, check out the 2D example map. The units there do something similar when they attack.
You’re right in your interpretation of what is happening here. You should be able to also check for game over in the EndActiveActorTurn event. Just be sure that InitializeQueuedActions in BP_TurnManager is called after the game ends, or the associated actions will not animate.