Sorry for the delay on this, I swear Epic only sends every other notification.
No, currently there is no way to pass information from one ability to another. The way I got around that in the Chain Lightning example is just to store that info on the target (or the player itself) and the other ability just asks the player for the info. You could pass in the old context into the new ability to let it grab whatever, but I currently don’t have that setup.
It should pass the current context and the Ability it wants to transition to. If it’s not, that’s a bug (although I swear that was fixed recently). I’ll verify again.
Layering your animations is driven entirely through the Animation Blueprint system. Able does have a special animation node that will blend between animations you call in Able (if you’re using that mode) so you can dynamically blend between sword swings or what ever, but if you want to actually break it up so the top of the skeleton does one animation while the lower half does another - you’ll have to set that up yourself.