GameplayAbilities questions

Is this still true with FGameplayAttributeData now being implemented? As far as I understand, the modifiers of GameplayEffects are collected within Aggregators (channels + modifiers in FAggregator), which are eventually applied to FGameplayAttributeData::CurrentValue. If modifiers are removed from the aggregator (when a GameplayEffect is removed or off), they are also removed from the CurrentValue of the attribute? So there are no modifiers which outlive the effect and permanently change the attribute value? Or do instant GameplayEffects change FGameplayAttributeData::BaseValue and don’t use aggregators?

EDIT: My assumption was wrong/the last assumption was correct! Yes, some modifier are collected within Aggregators, which indeed only change FGameplayAttributeData::CurrentValue. However, this is true only for “temporary” GameplayEffect (DurationPolicy “HasDuration” and “Infinite” without Period). Instant and duration/infinite+period GameplayEffects change FGameplayAttributeData::BaseValue.