[SUPPORT] Advanced Turn Based Tile Toolkit

Phew, ok this one was a challenge. Thanks for the detailed description. As expected the issue lies with the WaitForOngoingActions macro, which turns out to not be a fool proof way to check that all actions of the active unit have in fact finished. The reason is that calls to activate the next unit might happen earlier in the same tick at which actions are queued. It is possible to keep it as is and design around it, being very careful about where in the execution chain one puts calls to end the turn, but this is needless to say impractical. Thus I’ve cooked up a much more reliable approach. I’ll be cleaning it up in the next update, but for now this should work:

In BP_TurnManager add a new action to the AnimateAction name switch. I’ve chosen “SignalActionsDone”. This action does nothing but check that it has authority and call a custom function:

https://i.imgur.com/vnfBcJD.png

Set up this implementation in place of WaitForOngoingActions in whatever TurnManager you are using:

https://i.imgur.com/gEE64tt.png

This should fix the issue of skipping to the next unit. I have not been able to replicate your issue of the unit teleporting back to start and moving several times, though. Are you using the latest version of the toolkit?