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& InAttributeThe Gameplay Attribute whose base value has been changed 
- 
                float OldValueOriginal value for the Gameplay Attribute, before PreAttributeBaseChange event and actual modification happened 
- 
                float NewValueNew value for the Gameplay Attribute, after PreAttributeBaseChange event and modification