Well if there is an animation task, I would like to change the task properties here and there (mainly the Animation itself) or if it’s a Condition Check the lenght of the task in the timeline, or if it’s a Collision Query the position in the timeline, maybe the details of the arc, and so on. Or you maybe referring to some other part from my post above?
My usual methode is l(ike with normal BPs) to create a Master asset, add the needed tasks, build the custom logic in the graph tab within the overwriteable functions and in the main graph as well for the Start / End / Interrupted / Branch Events, and after that I create the Childs from it for melee or range attack variations / combo elements, etc. And yeah, in the iteration phase sometimes I need to add an other task to the Master because I want to extend the features of the ability (add a Custom Event or a Condition Check), so this is where the “fun” begins. : )