Not exactly sure what you mean about 2 entities, But we have got the thing to fire 2 simultaneously by creating an extra set of beam activated buffs that refer to the passive ability hard point. It works fine in game, but when you exit the game it crash's with a run time error. Usually when 2 or more ships are made with this ability, if only 1 is made there is no error.
We are also encountering a BuffAttachPoint error in the dev exe.
In the charging buff file we have created the extra instantActions that are indexed to the other (passive) ability hard point and then an extra periodicAction that refers to the extra, duplicate activated buff file with a different name, that is also indexed to the passive ability hard point.
Is this what you have done? Or have you made an extra charging buff also? or something different.