[Request] UPROPERTY() Trackable (or something to track property value changes)

Hm it seems it doesn’t work. I setup simple code, to check how it is going to work and it seems like the event is not broadcasted to blueprint.

DECLARE_DYNAMIC_MULTICAST_DELEGATE( FCharacterHealthChange);

UPROPERTY(BlueprintAssignable)
FCharacterHealthChange OnCharacterHealthChange;

An in implementation:

void ARPGCharacter::ModifyAtrribute(FCharacterAttributes modAttri, bool damage)
{
	if(damage)
	{
		Attributes.Health = Attributes.Health - modAttri.Health;
		Attributes.Endurance = Attributes.Endurance - modAttri.Endurance;
		Attributes.Energy = Attributes.Energy - modAttri.Energy;
	}
	else
	{
		Attributes.Health = Attributes.Health + modAttri.Health;
		Attributes.Endurance = Attributes.Endurance + modAttri.Endurance;
		Attributes.Energy = Attributes.Energy + modAttri.Energy;
	}
	OnCharacterHealthChange.Broadcast();
}

And here simple blueprint:

Just to be clear

OnCharacterHealthChange.Broadcast();

Is triggered, as far as I can tell while debugging breakpoints.

Maybe the issue is that the delegate is not bound ? But if so how do I bind delegate that do not need to trigger any functions ?
I see only BindDynamic macto and it require object, and function.

Edit:
Binding event in blueprint works.
But how do I bind delegate that do not take any functions in code ?