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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UPrimitiveComponent
- UObject::PostLoad()
- UActorComponent::PostLoad()
- UPrimitiveComponent::PostLoad()
- UBrushComponent::PostLoad()
- UCapsuleComponent::PostLoad()
- UHeterogeneousVolumeComponent::PostLoad()
- UHierarchicalInstancedStaticMeshComponent::PostLoad()
- UInstancedStaticMeshComponent::PostLoad()
- UHierarchicalInstancedStaticMeshComponent::PostLoad()
- UMaterialBillboardComponent::PostLoad()
- UModelComponent::PostLoad()
- UParticleSystemComponent::PostLoad()
- USkeletalMeshComponent::PostLoad()
- USkinnedMeshComponent::PostLoad()
- USkeletalMeshComponent::PostLoad()
- USplineComponent::PostLoad()
- UStaticMeshComponent::PostLoad()
- UHierarchicalInstancedStaticMeshComponent::PostLoad()
- UInstancedStaticMeshComponent::PostLoad()
- UHierarchicalInstancedStaticMeshComponent::PostLoad()
- UTextRenderComponent::PostLoad()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h |
| Include | #include "Components/PrimitiveComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/PrimitiveComponent.cpp |
virtual void PostLoad()
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.