Native method
UGBAAttributeSetBlueprintBase::
K2_PreAttributeBaseChange#
public:
void
K2_PreAttributeBaseChange(
)
const
UFUNCTION(
BlueprintImplementableEvent, Category = "AttributeSet", DisplayName = "PreAttributeBaseChange")
const FGameplayAttribute& InAttribute,
float InValue,
float& OutValue
float InValue,
float& OutValue
This is called just before any modification happens to an attribute's base value when an attribute aggregator exists. This function should enforce clamping (presuming you wish to clamp the base value along with the final value in PreAttributeChange) This function should NOT invoke gameplay related events or callbacks. Do those in PreAttributeChange() which will be called prior to the final value of the attribute actually changing.
Parameters#
-
const FGameplayAttribute& InAttribute
The Gameplay Attribute whose base value is about to change
-
float InValue
Original value for the Gameplay Attribute
-
float& OutValue
Return value of the function which represents the new base value for the Gameplay Attribute