Hey, I’ve looked into this now. Seems like a combination of two issues. The first is that SetupUnitAfterAssignedOwner needs to be called during HandleUnitSpawning, like so:
The second issue is a bit more tricky, though. The issue is that UnrealEngine requires a delay of one tick (possibly more in multiplayer) to access a freshly spawned actor. This causes issues where the toolkit spawns new abilities during runtime, but fails to add them to the appropriate arrays, since the references do not yet exist. This makes spawning units during runtime for units with fresh, unused ability classes not work properly. I will try to find a proper fix for this in the next update. Until then, here is a hack that works well:
In BP_PlayerController_ATBTT create an array of BP_AbilityBase classes. In its default values include all abilities that can possibly be used in your game. At BeginPlay for the player controller loop through this array and call GetAbilityOrAddIfMissing for each of them. This will make all these abilities available when newly spawned units are looking for them: