Attributes are created and stored in the DT_CharacterAtributes
New atributes can be created by just creating a new gameplay tag and adding a new entry
Attribute Event Map - Fires an event when the condition is met, like when health is below or equal 0, fire the Character.State.Combat.Defeated
event. the Event is fired just as a dispatcher in the blueprint, so it can be used for anything.
Atribute Requirements
Attribute requirements that are associated with inputs, like for running or dodging, are set in the DA_InputActionAtributeRequirements
data asset.
The Core components already checks this, but if a new input is created, you can use the Can Perform Action
function to check if the character has the atribute.
Some other actions can also have attributes associated with them, like attacks or skills, in these cases the attribute requirements are set in their data tables. Check Attacks and Skills.