Module |
|
Header |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h |
Include |
#include "AbilitySystemComponent.h" |
Source |
/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp |
void OnAttributeAggregatorDirty
(
FAggregator * Aggregator,
FGameplayAttribute Attribute,
bool FromRecursiveCall
)
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