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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UAbilitySystemComponent
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 |
void OnAttributeAggregatorDirty
&40;
FAggregator &42; Aggregator,
FGameplayAttribute Attribute,
bool FromRecursiveCall
&41;
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