# \<GAS System \>if GE is set to Infinite or HasDuration, the Pre/POS function cannot be called

**URL:** <https://forums.unrealengine.com/t/gas-system-if-ge-is-set-to-infinite-or-hasduration-the-pre-pos-function-cannot-be-called/669808>\
**Category:** C++\
**Tags:** Gameplay-Attributes, Gameplay-Effects, unreal-engine, Gameplay-Ability-System, Blueprint, CPP\
**Created:** [October 15, 2022, 2:23am UTC](https://forums.unrealengine.com/t/gas-system-if-ge-is-set-to-infinite-or-hasduration-the-pre-pos-function-cannot-be-called/669808 "2022-10-15T02:23:44Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Bssnake](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/bssnake/32/913032_2.png) [@Bssnake](https://forums.unrealengine.com/u/Bssnake)\
**Post date:** [October 15, 2022, 2:23am UTC](https://forums.unrealengine.com/t/gas-system-if-ge-is-set-to-infinite-or-hasduration-the-pre-pos-function-cannot-be-called/669808/1 "2022-10-15T02:23:44Z")

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Hello, if the Duration Policy in GE is not Instant, the Pre/POS function in the AttributeSet will not be called, so my UI data will not be updated passively, and must be updated actively.  
Example:  
Increase attack power within 5 seconds after using a prop. The Duration Policy should be HasDuration;  
However, since the Pre/POS function will not be called, I need to obtain AttributeFloat after GE application to update my UI or others. I don’t think this is correct.  
If the Duration Policy is changed to Instant, GE will be deleted through Delay. I think Delay is not applicable to ASC.  
Epic’s ActionRPG has no such case. Is my method wrong? Or it can only be called actively.  
thank
