Great! As for status effects I haven’t made a tutorial yet, but here is the rundown:
Status effects are actors. They have an event called Activate that takes a unit as input. When it is called the status effect is added to a status effect array in the ability system component of the unit (it fails if the unit has no ability system component. If you’re adding a status effect through an ability you can use the AddStatusEffect function in BP_Ability. If you want something to happen when the status effect is activated you will extend the Activate function in the child blueprint (remember to call the parent event first. Check out the mind controll status effect for an example).
After this status effect has two main events you want to care about, which is the RunOnTurnStart and RunOnTurnEnd events. These are called as part of the RunOnActorBeginTurn/EndTurn events in BP_Unit, which are again called form the turn manager. Different turn managers call these at different times. BP_TurnManager and BP_TurnManager_Strategy call these for all units when a faction starts/ends its turn, while BP_Turn_Manager_Initiative call them when each individual unit is activated/deactivated.