1.在BroadcastInitialValues函数里,我们把属性集里的属性广播出去
(1)建立动态多播委托:
            
            
              cpp
              
              
            
          
          DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnAttributeInfoSignature, const FAttributeInfo&, Info);
        
            
            
              cpp
              
              
            
          
          UPROPERTY(BlueprintAssignable, BlueprintReadWrite, Category="CC|GAS|Attributes")
	FOnAttributeInfoSignature OnAttributeInfoSignature;
	
        (2)创建一个出数据资产:
            
            
              cpp
              
              
            
          
          protected:
	UPROPERTY(EditDefaultsOnly, Category="CC|GAS|Attributes")
	TObjectPtr<UCC_AttributeInfo> AttributeInfo;
        2.当Info里的标签等于Attributes_Primary_Strength时,我们把Strength值赋值给Info.Value
            
            
              cpp
              
              
            
          
          void UCC_AttributeMenuWidgetController::BroadcastInitialValues()
{
	if (CC_AttributeSet == nullptr)
	{
		CC_AttributeSet = CastChecked<UCC_AttributeSet>(AttributeSet);
	}
	checkf(AttributeInfo, TEXT("在[%s]中没有配置AttributeInfo"), *GetNameSafe(this));
	FAttributeInfo Info = AttributeInfo->FindAttributeInfoFromTag(CC_GameplayTags::Attributes_Primary_Strength);
	Info.AttributeValue = CC_AttributeSet->GetStrength();
	
	OnAttributeInfoSignature.Broadcast(Info);
}
        3.配置资产:

4.调用函数:
Source/CC_Aura/Public/UI/WidgetController/CC_WidgetController.h:





效果:
力量出来了
