Extended properties are classes used to create any extended functionality required for the property. For example, properties that can be regenerated. Extended properties also help manage the interaction between properties and other parts of the system. For example, you could create a health extended property that checks health every time it is modified, where you can add code to activate character death when the character's health is 0 or lower.
To create an extended attribute, you need to first subclass the BaseExtendedAttribute class. You can open subclasses and implement whatever functionality you want. To associate an attribute label with an extended attribute class, you need to specify the attribute label in the details panel of the extended attribute class.
If you want to create an attribute that can be regenerated, you can use the system's built-in ExtendedAttribute_Regenerator to create its subclass.
The use of data assets and AttributeSystemComponent is the same, so only a brief description is given here.
For the extended attribute class you created, you need to add it to the following location.
Also, if you just want regenerable attributes, you can also edit the regenerable attributes via RegeneratorAttribtues without creating more Blueprint classes, which is an efficient solution.
For RegeneratorAttribtues: