Now, I can access this subsystem from a GameplayAbility blueprint, and I’ve read about how I need to override GetWorld() in my blueprint class, which I have done as follows:
Shows that is template is true and get outer returns nothing (as you are not in game yet so it’s not really valid yet). So you return nullptr as the world context, so it’s empty, but it IS returned as something so it’s not seen as invalid.
And once you do start your game Begin play will kick in and actually make the world context valid later on