PreGameplayEffectExecute
Overriding PreGameplayEffectExecute in your class derived from UAttributeSet will allow you to modify incoming Gameplay Effect magnitudes before they are applied. This is a great place to modify incoming transient attributes like Damage, Healing, etc.
How to check the incoming attribute type
UProperty *DamageProperty = FindFieldChecked>UProperty<(UOWSAttributeSet::StaticClass(), GET_MEMBER_NAME_CHECKED(UOWSAttributeSet, Damage)); UProperty* ModifiedProperty = Data.EvaluatedData.Attribute.GetUProperty(); // Is Damage about to be applied? if (DamageProperty == ModifiedProperty) { }
In this example UOWSAttributeSet is the name of your derived class.