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Filtering in EQS for Variables on Actors

Is there a way to filter in EQS for Variables on Actors (in code or blueprint)? I have some Powerup actors with a cooldown variable and id like to filter for ready or near ready cooldown values. A hacky way to do it would be to spawn an custom class and destroy it when the cooldown is over and filter for it but it sounds not like this would be the right way to do it. Is there a good solution for this?

Product Version: UE 4.19
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asked Jul 19 '18 at 10:27 PM in Blueprint Scripting

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