Questions on PostGameplayEffectExecute & ApplyGameplayEffectToTarget

Solve this by replacing UProperty with FProperty like this:

	auto Property = FindFieldChecked<FProperty>(UAttributeSetBase::StaticClass(),
		GET_MEMBER_NAME_CHECKED(UAttributeSetBase, Health));
	auto Property2 = Data.EvaluatedData.Attribute.GetUProperty();

	if (Property == Property2)
	{
		UE_LOG(LogTemp, Warning, TEXT("Health: %f"), Health.GetCurrentValue());
	}