Able Ability System Info and Support Thread

OK, it may have more to do with the way we were launching the passive more than the passive itself. We have an active ability (team haste) that you use to activate the passive on multiple actors. The active ability was using the PlayAbility task, which only executes on the server. If I instead use a custom event task on the team haste ability that runs on client and server, then in the custom event iterate over each target actor calling ActivateAbility with the passive ability object, pfx work on client and server.