UAttributeSet::PostAttributeBaseChange
#include "AttributeSet.h"
Access: public
Specifiers: virtualconst
Description
Called just after an attribute's base value has changed when that attribute has an active aggregator. Use it to react to permanent value changes distinct from the temporary buffs tracked in the current value.
Caveats & Gotchas
- • Only fires for attributes with an active FAggregator; plain instant base-value changes never reach this callback.
- • Marked const like PreAttributeBaseChange, so it can only observe; any gameplay side effects belong in PostAttributeChange instead.
Signature
virtual void PostAttributeBaseChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) const { } Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Attribute | const FGameplayAttribute& | The attribute whose base value changed. | — |
| OldValue | float | The base value before this change. | — |
| NewValue | float | The base value after this change. | — |
Return Type
void Example
Log MaxHealth base value changes C++
void UMyHealthSet::PostAttributeBaseChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) const
{
if (Attribute == GetMaxHealthAttribute())
{
UE_LOG(LogTemp, Verbose, TEXT("MaxHealth base changed from %f to %f"), OldValue, NewValue);
}
} Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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