Example of Attribute UI List
Attribute List Widget
Here, I have a WB_AttributeList and it has a custom array of blueprint structures. Each array element contains information related to a particular gameplay attribute.

Then I have the following two functions:
- SetupAttributes: called when the UI is displayed and will dynamically create separate widgets for each attribute to display that attribute.
- CleanupAttributes: called when the UI is closed, will clean up the created attribute UI.

Attribute List Entry
Then I have another WB_AttributeEntry widget to represent each of the previously defined attributes. Internally , it is just a simple progress bar.

In the event graph of this Widget, the code is as follows:

GGA also provides convenient methods to get attributes percentage.

Result
Add the WB_AttributeList to your game HUD widget and configure the attributes that need to be displayed, so you have a data-driven attribute list.
