Hmm, doesn’t look quite right. So this is the function for attacking in the HoMM map. In the first branch you only continue if the unit is able to do ranged attacks. I think this would end up so that only units with ranged attacks are allowed to attack at all. Is this what you are seeing?

Hey thanks a lot for the tips! If you have the C++ versions for path-finding and visibility I would love to have them. Thanks again for the response, I’ll see where I can get with this info.
No worries! I’ve sent you the C++ code over a PM. Note that it has been a while since I made it (for UE4.23, it seems).

Hello! When looking at the MP_Spawn example, an extra “puppet” gets spawned after I hit ready. It appears to be a visual bug. Do you know why this might be happening? I’m trying to make a level that spawns units at beginplay instead of having them pre-placed and I’m seeing similar behavior.
Hi, thanks for letting me know. This is a known issue that I intend to address in the next hotfix. In the meantime, here is what to do:

Hi,
This is the that asked the question about having units with mutiple models in them.
My ideal would be for them to move mostly as one unit but be able to adjust formation a little independently. Such as having a member of the unit move one hex less to stay behind cover, Have them spread out to limit splash damage or huddle together to brace for close combat. They would get no more then a hex or two from the rest of unit.
You’d only target the whole unit, but each model would have their own hit points and the defender choices which model in the unit would take damage first. So the unit would get smaller the more damage they take.
Being able to split fire to shoot at multiple units would be nice, but not really targeting specific models.
Let me know if this would be doable and/or if more information would help.Thanks
Hi ! So I’m afraid this might be a bit tricky to add. Having multiple, independent units that can split up and choose to find their own cover etc. goes against a one unit per tile assumtion built into the toolkit.
As mentioned in my answer on the store page, adding a Civilization style unit group that is really just a single unit in gameplay terms, but with multiple skeletal meshes (that also serve as a kind of health bar when they are killed off gradually) is relatively simple to do. Even adding some ability that lets that squad split into two ones isn’t terribly difficult to do.
But as soon as all of the units start acting independently and moving on their own it becomes a lot tougher. If this is a feature you need for your game I’m not sure if I can recommend using ATBTT for it. If it is truly central to what you have in mind you might be better off building your own system from scratch, I’m afraid.