I have a function I run to check if the player has a skill when it would be triggered. This has worked perfectly fine for the implementation of 40+ other skills, but this one time it just refuses to work properly. In this case, the skill is supposed to heal the player slightly when the conditions are met to pick up a coin:
So as you can see, "PlayerSkillSetup" is ran, and if the player has the skill it is checking for ("skill_greed1") the Function.ReturnValue should equal "skillExists", at which point it runs the highlighted code.
And it does run that code, but on nothing. Because despite passing the PlayerFamily.UID through the "PlayerSkillSetup" function and verifying it is picking the correct instance, the highlighted code runs on nothing. It spawns the ValueText object at 0,0, so it is running.
I have tried a dozen different work arounds on this thing to no avail, and I cannot see what very well may be an obvious issue, help would be greatly appreciated!