Well I didn’t change anything with the way Pawns are handled when dying outside of simply adding a switch on faction node so that the player doesn’t get destroyed, but everything else still uses the same nodes past that. And everything is already set to find only pawns, so I’m not sure what’s going on there unless I accidentally connected/disconnected something without realizing it…
Here’s some screenshots of some of the blueprint changes I made (not all of them, though, since I can’t recall half the changes I did while troubleshooting to get it working…).
http://spritehaven.com/wp-content/uploads/2015/07/FindTilesInRange.png
(Appologies for the hacked-up nature of this one, was hard to fit it all on my screen for one shot so I edited it together in Photoshop…)
http://spritehaven.com/wp-content/uploads/2015/07/FindVisiblePawnsStep2.png
http://spritehaven.com/wp-content/uploads/2015/07/SearchAndAddTile.png
Regardless, I fixed the problem for the most part I think by adding in an “escape” bool of sorts to make sure that when Receive damage is called that it actually fires on a pawn, and if it doesn’t for some reason it just ends the pawn’s turn anyways… Partly had to add this because I was experiencing an issue with my AoE/Cone attacks not actually hitting the target because of height differences (I get all the targets based off a static mesh volume to get all its overlapping actors and apply damage to them if their faction doesn’t match the current pawn), but it helped with the AI hanging a bit too for those “attacking air” situations…
The top one resets the bool when the Attack Victim function is executed, and then in the second portion at the end of the attack it’ll wait 2 seconds before checking to make sure that the damage was actually received by something, and if not it ends the unit’s turn. The bottom portion is simply switching the bool after Receiving damage so that it registers as the victim having actually been hit so when the delay finishes it’ll see if it changed or not.
I do however get an intermittent issue (unrelated to this I think) that only comes up once in a while where a Player unit will begin its turn and automatically try to attack the nearest Player unit then switch back to letting the Player Controller having control of it for the second half of its turn. It’s really random though… Probably something I broke myself, possibly when I was extending the Player turn order to include “action points” for moving and attacking(I’m leaning towards that because I never noticed it before that), but I’m just not sure because of how random it is…