@Bankworthy: Ok, cool! Can’t wait to toy around with cover mechanics myself. As more layers are added to the AI’s decision code they seem to become exponentially smarter 
As for using the method used in the screenshot above for displaying cover values it will require some adjustments. Showing six or eight text renders on every tile quickly slows the game down, so it is currently better as a debug feature. If you have a limited number of values to display you can use instanced static meshes instead, which would make this less of an issue. Another possibility is to only display the numbers on tiles that are currently un move range.
@MicahM: Don’t mention it! I think it is great that people can use my toolkit to learn their way around blueprints. When I started making the toolkit I had basically no knowledge of programming or scripting at all and within eight months it was released on the marketplace. Blueprints turned out to be the perfect development tool for how my mind works, and I’m still baffled that I was able to make something that so many people use to learn UE4 and create games
Good luck in your UE4 endeavors!