@resin_smoker
Well what about the Seraphim Experimental Assault Bot "Ythotha" which spawns the Unidentified Residual Energy Signature If it dies? The Unidentified Residual Energy Signature Is an Dummy Unit (XSL0402) from the Game itself and uses the Unit Blueprint Variable Capcost = 0 which makes it able to be Not count in the UnitCap.
I don't know if you've tried it with this unit in the past regarding the problem with the unit cap, but if not, the following questions need to be answered here:
Does the Error you mentioned appear on this as well If you reach the UnitCap?
Is the Unidentified Residual Energy Signature still spawning here?
My Air Dummy Unit for the Jetpack Ability is currently Not using the Variable Capcost = 0 in its Unit Blueprint File which causes the Error If I reach the UnitCap you mentioned in an Test which I have do Yesterday in the Steam Version of the Game. So I can confirm that but If I add the Variable CapCost = 0 to the Unit Blueprint of the Air Dummy Unit I think it will Not Happen or there are other Variables or Functions which I need to add. My Dummy Units for the Nanite Clouds and the Smoke Screen Ability are already using the Capcost= 0 in thier Blueprint so I can Test it Out with the Unit Cap in the next Days to give you an more Detailed Feedback.
The Projectile Method you suggest is an alternative Way to do that which is worthable to be tried yes. However after the Creation of several Projectiles and Effects I have notice that the Game has an supported Limit how many Projectiles or Effects are displayed on the Map. So If you reach this Limit you will get some Errors in the Debugger related to the Maximal Projectiles or Effects Cap is reached or something similar.
I have a few other Questions for you:
As I remember correctly you have created an Mod in the past related to Chain Lightning. I would like to Check Out the Code for this to use this for my UEF Lightning Towers. Your Reflective Shield Mod Sounds Interesting can I Check it Out?