In the new HoMM example map, counter attacks are handled within the interface function DefaultAttackHoMM, which is implemented in BP_Unit_Anim_HoMM.
You will wind a branch at the start of this implementation for attack range, which you can
Hey, it is a bit hard for me to know exactly what is going on here, as I don’t know how EasyQuests works. Sounds like it might be using some sort of collision trigger when approaching the quest giver? If so you’ll need to set up the collision for your puppets appropriately. But this is mostly guesswork, as I have no idea how that asset functions.