[SUPPORT] Advanced Turn Based Tile Toolkit

Hello again! Having a weird issue, and I’m having trouble debugging it. Seeing which nodes are/aren’t firing correctly is rather difficult with a small, one-monitor setup. I’m hoping to get some clarity. For context, I’m trying to randomize stats from character to character, and I am succeeding in what I’ve applied so far for simple things, like health and movement speed (effectively the number of tiles a character can move). I’m taking advantage of the basic PrintString node just to see that yes, different variables are being applied correctly, and yes, those variables are showing as in-game effects. Perfect so far, and thank you for the help getting me there!

However, when I change the health of units, sometimes things break in regards to taking damage and removing units. Right now, I’m generating a random integer for health that falls between 62 and 160, converting it to a Float, and then setting the Max Health config variable to that. Some units take damage correctly, show the death animation, and are removed from the grid, while others will take damage, still show a small amount of health remaining and will stay on the grid, but will act as if they have died (cannot be targeted or controlled, AI ignores them, can move into the same tile, etc.).

I can’t seem to figure out the root cause of this. I’ve tried looking at the TakeDamage function in Unit_BP in particular, that seems to be the function that would control the issue I’m having, but I can’t see what could be going wrong. Could you take a look at this for me, or at least point me at the correct variables/functions to examine closer? Thank you!

(Also the updated tutorial series is deeply appreciated, I will absolutely be diving deeply into that as you upload them.)