No worries, I’ll do my best to explain and just let me know if you need more details.
Ah, sorry. That is a result of one of the uglier hacks in the toolkit. For the default abilities I’ve set it up so that they choose a square or hexagonal markers based on the class of the current grid manager. This is just there for easy testing and debugging. For a released game there is no reason to have code that decides which markers to use based on the grid, as you will in all likelihood be using one or the other. So I’d recommend just setting the markers directly. If you’re using BP_Ability_MoveAttack on your units, edit this ability and set the meshes of the various marker components to the meshes you want to use.
There are three different Turn Managers in the toolkit for various initiative behaviors. For a D&D-style initiative use BP_TurnManager_Initiative. If you ise the BP_ATBTT_Initiative GameState this turn manager will be used. Note that this will sorts units in initiative at startup, but not the new ones you add during the game. To sort the new units, call SortActorsInInitiativeOrder in the turn manager you are using, like so:
Ok, so that is a bit of a challenge, if doable. The toolkit is split up into gameplay logic that happens instantly and animation the plays out sequentially. I have played around with ways to have these animated actions run at the same time, either through sorting of the queued actions or through the use of multiple action managers working in parallel, but this is definitely not trivial to implement. If you are dead set on having this feature I can give it some more thought.
Bare hyggelig