UAbilitySystemComponent::OnAttributeAggregatorDirty

Callbacks / Notifies (these need to be at the [UObject](API\Runtime\CoreUObject\UObject\UObject) level so we can safely bind, rather than binding to raw at the ActiveGameplayEffect/Container level which is unsafe if the AbilitySystemComponent were killed).

Windows
MacOS
Linux

References

Module

GameplayAbilities

Header

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h

Include

#include "AbilitySystemComponent.h"

Source

/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp

Syntax

void OnAttributeAggregatorDirty
(
    FAggregator * Aggregator,
    FGameplayAttribute Attribute,
    bool FromRecursiveCall
)

Remarks

Callbacks / Notifies (these need to be at the UObject level so we can safely bind, rather than binding to raw at the ActiveGameplayEffect/Container level which is unsafe if the AbilitySystemComponent were killed).

Called when a specific attribute aggregator value changes, gameplay effects refresh their values when this happens

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss