Hi,
You can use PostGameplayEffectExecute function.
For example:
void UAuraAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
if (Data.EvaluatedData.Attribute == GetHealthAttribute())
{
SetHealth(FMath::Clamp(GetHealth(), 0.f, GetMaxHealth()));
}
if (Data.EvaluatedData.Attribute == GetManaAttribute())
{
SetMana(FMath::Clamp(GetMana(), 0.f, GetMaxMana()));
}
}
Note: you may want to keep PreAttributeChange or PostAttributeChange, no harm.