[SUPPORT] Advanced Turn Based Tile Toolkit

Hmm, there are certainly a few ways to do this. You would have to prevent pathfinding etc. from firing immediately when a unit is activated. Have a closed gate right after the activate unit custom event in ATBTT_PlayerController for instance. Then flip some other bool which opens a gate that opens input to your buffing code. When your buffing code is done, open the gate at activate unit again and run the pathfinding/find tiles code as normal. Is anything preventing you from doing it like this?

Ok, then there is probably not much I can do. No other users have reported anything like that, as I’ve mentioned, but it does seem like a strage bug to only affect one user. Again if anyone is reading this and is experiencing similar bugs (or any bugs really), please let me know.