That’s not a bug from what you’re describing. Filters are executed in order. So, it would exclude everything that isn’t a RogalPlayerCharacter, and then takes the results from that and try to filter any RogalFriendlyAICharacter’s (which I assume aren’t RogalPlayerCharacters and thus don’t exist). You can use the Custom Filter option and just provide some Blueprint code to figure out which actors to keep if the base filters are being a bit too strict for your case.
That’s normal. When you modify a Blueprint - it just appends a number for the class (So MyBlueprint_C1, C2, C3, etc). They should go away once you restart the editor as only the latest is actually kept on disk - the others are just hanging out in memory or until GC gets them.
EDIT: Able v2.11 submitted, this adds an option to scale Animations with Ability Play Rate. Pretty small update, but I deemed the other things (more virtual functions, possibly exposing the World Context object on all BP calls) too risky at the moment. Going to hammer on them some more through the Holidays before I push them out.