[SUPPORT] Advanced Turn Based Tile Toolkit

So I can’t get my own damage formula to work. So I’m starting again from a fresh project. What I’m trying to accomplish is; having all variables from ‘skills’ like laser and explosive shot to be taken from another blueprint. I wanted to create a weapon actor blueprint that holds all the data needed (damage min/max, range min/max, static mesh, sound effects, etc.) depending on the weapon, and passes what ever values are needed when a unit is using a ‘skill’ or is hovered over a skill (description displays damage accurately). So I needed a way for the weapon blueprint variables to be passed to the skill for each unit in a way that changes the ‘skill’ variables stats to match it, when attacking, receiving damage, showing damage range in description and where ever else damage info is taken.
My initial idea was to have a Interface blueprint to receive and pass on the values needed between blueprints regarding the damage. A simple ‘damage interface’ that was in the ‘Unit’ parent, ‘Skill’ parent and ‘Weapon actor’ parent. My weapon actor would be spawned as a child actor component to my ‘Unit_Skill’ pawns, and the variables inside the weapon actor would be set on the construction script based on a simple function; switch on ‘Weapon Name’ enum value, an enum that contained a name list of all possible weapons.
I’m not that great at coding but in theory it seemed like my idea would work, but in practise the ‘damage’ events weren’t changing and were still using the default values (laser 3-4 instead of my formula which would have calculated laser to be 35-50).

So do you think I’m going about this wrong? If so do you have any theory on how I can accomplish skill and damage values to be based on a individual units weapons? I want to replicate xcoms weapon system, in which one unit may use a sniper while another uses an assault rifle, both having different range and damage values but using the same ‘attack skill’- in this case the ‘laser skill’. Ideally after solving this, I want each unit to have a primary and secondary weapon, like an assault rifle (primary) and a pistol (secondary), with ‘skills’ that only work with certain weapons- that why I thought it might be best to create a weapon actor and use an interface to hold/pass all information between my blueprints.