I have character where I have all of the initial attributes values are stored inside curve table, and thoose values are set for attribute using attribute accessors
void ATestCharacter::InnitAttributes()
{
MovementAttributeSet->InitMovementSpeed(MovementSpeedBaseRowHandle.Eval(1,MovementSpeedBaseRowHandle.RowName.ToString()));
}
It works fine, it does change attribute
However, what it doesn’t do, is it isn’t calling PostAttributeBaseChange
- which i need because i have setup in my Attribute Set For Setting up movement speed
void UMovementAttributeSet::PostAttributeBaseChange(const FGameplayAttribute& Attribute, float OldValue,
float NewValue) const
{
Super::PostAttributeBaseChange(Attribute, OldValue, NewValue);
UpdateMovementValues(Attribute,NewValue);
}
But, the method above isn’t called when using Init function
Am I’m missing something? Or this method is only called when modyfing attribute with Gameplay Effect?