[SUPPORT] Advanced Turn Based Tile Toolkit

Hello! Been working with this awesome kit for the last week or so and have been enjoying diving into it, and these posts. I seem to be running into a problem with adding units at runtime and wondering if anyone has a VERY CLEAR and concise way to do so for absolute utter morons like myself.

I’d like to randomly spawn enemies across the entire grid each time the player gives an input, (X) in this case. I’ve duplicated the BP_Unit_Anim, just changed its color and thats it. Next, I’m running add some baddies from the grid manager (hopefully the right place to call it from). Everything seems cool so far. They spawn, move around, attack (for a while), then i get:

With no Ability component added to the BP_Unit_Anim_Enemy bp copy, i get:

Infinite loop detected. Blueprint: BPFL_ActionGetters Function: Get Action Name


Script call stack:
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability.BP_Ability_C:ReturnValue
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability.BP_Ability_C:ExecuteUbergraph_BP_Ability
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_TurnManager.BP_TurnManager_C:BeginNextValidActorTurn
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_TurnManager.BP_TurnManager_C:ExecuteUbergraph_BP_TurnManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/Units/BP_Unit.BP_Unit_C:DeselectActor
Function /Game/AdvancedTurnBasedTileToolkit/Core/Units/BP_Unit.BP_Unit_C:ExecuteUbergraph_BP_Unit
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_TurnManager.BP_TurnManager_C:RunOnActorDeselected
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_TurnManager.BP_TurnManager_C:ExecuteUbergraph_BP_TurnManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_PlayerController_ATBTT.BP_PlayerController_ATBTT_C:ActivateAbility
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_PlayerController_ATBTT.BP_PlayerController_ATBTT_C:ExecuteUbergraph_BP_PlayerController_ATBTT
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:InitializeQueuedActions
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:MulticastInitializeQueuedActions
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:RunNextAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:EndAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:RunNextAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:EndAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:RunNextAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/BP_ActionManager.BP_ActionManager_C:ExecuteUbergraph_BP_ActionManager
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability_MoveAttack.BP_Ability_MoveAttack_C:AnimateAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability_MoveAttack.BP_Ability_MoveAttack_C:ExecuteUbergraph_BP_Ability_MoveAttack
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability.BP_Ability_C:AnimateAction
Function /Game/AdvancedTurnBasedTileToolkit/Core/Abilities/BP_Ability.BP_Ability_C:ExecuteUbergraph_BP_Ability
Function /Game/AdvancedTurnBasedTileToolkit/Core/BPFL_ActionGetters.BPFL_ActionGetters_C:GetActionName



With Ability component added to the BP_Unit_Anim_Enemy bp copy, i get:
Blueprint Runtime Error: “Attempted to access index 0 from array CallFunc_GetIntegerArray_Integers of length 0!”. Blueprint: BP_Unit Function: Update Ability Box Graph: SplitArray Node: Add

And no enemies move. I’ve tried nearly everything I can find in these threads, (including the other attached fix) and I very well may have missed something really obvious. Any insight would be infinitely appreciated!