@: You’re thinking along the right lines, but I see a few mistakes that might be causing this… Setting cutoff to 0 is a bit overkill, though, and might cause issues. Set it to 1 if you want to be sure. With the kinds of height differences you have it could of course be much higher. An immediate problem I see is that you only add the unit to the Pawn Actor Array and not the Pawn Array (I know this is a bit confusing, so I will be merging the two in a later update). Also, make sure to also remove the unit from the index it is leaving for both arrays. After you have moved it you would probably have to run Activate Unit for the unit again also.
@antsonthetree: Hi there! I’ve indeed made quite a few improvements, and I am still planning to add a lot more. The toolkit can generate a grid map on top of any arrangement of meshes. The only thing you need to make sure is that only meshes that are walkable block the PathTrace channel. If you do this with Dungeon Architect and make sure to run the dungeon generation before the Grid Manager is activated it should hopefully work just like that. You need to make sure that the grids of Dungeon Architect and ATBTT line up, though.