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API > API/Editor > API/Editor/BlueprintGraph > API/Editor/BlueprintGraph/UK2Node
- UObject::PostLoad()
- UEdGraphNode::PostLoad()
- UK2Node::PostLoad()
- UAnimGraphNode_SpringBone::PostLoad()
- UAnimGraphNode_Trail::PostLoad()
- UAnimGraphNode_Mirror::PostLoad()
- UAnimGraphNode_LayeredBoneBlend::PostLoad()
- UGameplayTagsK2Node_SwitchGameplayTagContainer::PostLoad()
- UGameplayTagsK2Node_SwitchGameplayTag::PostLoad()
- UK2Node_GetClassDefaults::PostLoad()
- UK2Node_InputTouch::PostLoad()
- UK2Node_InputAxisEvent::PostLoad()
- UK2Node_SpawnActorFromClass::PostLoad()
- UK2Node_InputAction::PostLoad()
- UK2Node_FunctionEntry::PostLoad()
- UAnimGraphNode_AnimDynamics::PostLoad()
- UK2Node_InputKey::PostLoad()
- UK2Node_Event::PostLoad()
- UK2Node_InputAxisEvent::PostLoad()
- UAnimGraphNode_PoseDriver::PostLoad()
- UAnimGraphNode_IKRig::PostLoad()
References
| Module | BlueprintGraph |
| Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node.h |
| Include | #include "K2Node.h" |
| Source | /Engine/Source/Editor/BlueprintGraph/Private/K2Node.cpp |
virtual void PostLoad&40;&41;
Remarks
Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.