I would use tags for this. Tag the abilities you want to allow input during and then in your character simply check if your active ability has that tag and do whatever input logic you need to do.
Yup. That’s fixed in 3.0 (which is slowly plugging along). In the mean time you can fix that error by modifying two lines:
ablAbility.cpp Line 232:
if (**Task && **Task->HasDependencies)
ablAbilityInstance Line 54:
if (**Task && **Task->IsValidForNetMode(NetMode))
I’d release the bug fix early if I could, but 3.0 changes so much that it’s difficult to pull out just that fix.
EDIT: To be clear, this fix will let you get back into the editor and such, but will NOT properly copy over the newly compiled BP Task. That is the change in 3.0.