I’ve tried to reproduce your issue without success (100*100 grid, a hilly landscape covering all of it and heightmap set to true). I think you will have to give me the step-by-step instruction for reproducing the issue. Where is the grid manager placed? What variables have you modified?
200200 will indeed give you an infinite loop error due to the amount of stuff happening at the first frame to generate the terrain. You can bypass this by upping the loop iteration limit in Unreal Engine. It is also possible to split the loop iterations over multiple ticks (which requires some work), or converting the slowest functions to C++. I’m curious what game you’re making that requires such a huge map, though. 200200 is an order of magnitude more tiles than the largest Civ and XCOM maps.
I don’t know anything about mce, but I could try to answer more generically. I’ll need to know a bit more about the specifics of your problems, though. I’m assuming mce stores damage somewhere. Getting it from there is probably possible though standard blueprint communication techniques. After that you should simply need to replace any reference to damage in the ability you are modifying with this other damage variable.
Hmm, I’m a bit confused by parts of your setup, and it is hard to understand exactly what is not working here. I’ll try my own hand at this soon and will report back to you. Might take me a couple of days, though.