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API > API/Editor > API/Editor/BlueprintGraph
Inheritance Hierarchy
- UEdGraphNode
- UK2Node
- UK2Node_LoadAsset
- UK2Node_LoadAssetClass
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h |
Include | #include "K2Node_LoadAsset.h" |
Syntax
UCLASS ()
class UK2Node_LoadAsset : public UK2Node
Functions
Type | Name | Description | |
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void | ||
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const FName & | ||
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const FName & | ||
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FText | GetNodeTitle
(
ENodeTitleType::Type TitleType |
|
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const FName & | ||
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const FName & | ||
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FText | ||
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bool | IsCompatibleWithGraph
(
const UEdGraph* TargetGraph |
|
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FName |
Overridden from UK2Node
Type | Name | Description | |
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void | ExpandNode
(
FKismetCompilerContext& CompilerContext, |
Expands a node while compiling, which may add additional nodes or delete this node |
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FName | ||
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void | GetMenuActions
(
FBlueprintActionDatabaseRegistrar& ActionRegistrar |
Replacement for GetMenuEntries(). |
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FText | Override to provide a default category for specific node types to be listed under. | |
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bool | IsNodePure () |
Returns whether this node is considered 'pure' by the compiler |
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bool | Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint | |
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void | ReallocatePinsDuringReconstruction
(
TArray< UEdGraphPin* >& OldPins |
Reallocate pins during reconstruction; by default ignores the old pins and calls AllocateDefaultPins() If you override this to create additional pins you likely need to call RestoreSplitPins to restore any pins that have been split (e.g. a vector pin split into its components) |