Native method
UGBAAttributeSetBlueprintBase::
K2_PostAttributeBaseChange#
public:
void
K2_PostAttributeBaseChange(
)
const
UFUNCTION(
BlueprintImplementableEvent, Category = "AttributeSet", DisplayName = "PostAttributeBaseChange")
const FGameplayAttribute& InAttribute,
float OldValue,
float NewValue
float OldValue,
float NewValue
Called just after any modification happens to an attribute's base value right after aggregation (when an attribute aggregator exists).
Parameters#
-
const FGameplayAttribute& InAttribute
The Gameplay Attribute whose base value has been changed
-
float OldValue
Original value for the Gameplay Attribute, before PreAttributeBaseChange event and actual modification happened
-
float NewValue
New value for the Gameplay Attribute, after PreAttributeBaseChange event and modification