[SUPPORT] Advanced Turn Based Tile Toolkit

Sorry for the late answer. I’ve looked into this now and found a solution that works. It is not identical to what you are describing, but it works. I’ve created a new blueprint class called BP_Weapon which I’ve added as a child actor to BP_Unit_Skill. This blueprint contains integer variables for damage and range (you could of course add more). Then, when activating a skill I set its range and damage to the same values as the ones stored in the BP_Weapon child blueprint. Here is how I do it in the Event Graph of BP_Skill_Laser:

Hope that helps!