I have a custom event (Add) that increments a character attribute (health, stamina, etc.). I have set this up so a single event can function on any of the character attributes, with the first input being an enum specifying the attribute to perform the operation on.
This works great, but I would like to add an Event Dispatcher so that other Blueprints can bind to it and be called whenever the attribute is incremented. The problem is that the Blueprint binding will need to know which attribute was incremented, and I have been unable to find a way to convey that to the other Blueprint.
Is there a Blueprint solution for this? Is there a better way to do this?