Thanks for letting me know of any bugs you find, J.J. This problem is not related to the previous one, but is the result of some late changes I did to the blueprint that I obviously didn’t playtest well enough. The game stopping when you click outside your movement range is very easy to fix. I’ve fixed it in the update I’ve sent Epic, but until they get it uploaded you can fix it by inserting the two nodes I’ve pictured below. The first one is in the “Attack Target” section in the bottom right part of the main blueprint. The second is in “Select action depending on tile clicked” in the top, green part.
As for ranged units moving to point blank to attack and not being able to attack targets outside your movement range but inside your sight range while in the movement phase, that’s actually working as intended, though I am working on ways to change this still. The reason is that currently units generate either a walkability grid or a visibility grid, but not both at the same time. Therefore when a ranged unit is in movement mode it acts just like a melee unit. To attack a target within move and sight range without moving, the player can click his active pawn to change to attack mode and then attack any enemies in sight. The reason for this is that calculation visibility and movement are the most costly parts of the blueprint, and back when the system was less efficient I didn’t want to generate both at the same time, especially not on the same tick. Now that I’ve made the system a lot more efficient it isn’t as important, but generating both at the same time for units with high move and range on slow computers will probably still cause some slight lag (we’re still talking a few milliseconds here, but ideally I don’t want to have any percievable lag).
The Next big update I’m working on will enable walkability and visibility to be calculated over several ticks, preventing lag, which will allow me to generate both visibility and walkability at the same time as the default option. Until then a small change you can do if you want some of the functionality right now is calling the “find tiles in range” function when a player clicks on an enemy in the movement phase. Then you check whether the enemy’s index in the range array is a number different than zero (meaning it is within range). If it is, call attack target, if not proceed as usual as with the old system.