UK2Node_LoadAsset

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Inheritance Hierarchy

References

Module

BlueprintGraph

Header

/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_LoadAsset.h

Include

#include "K2Node_LoadAsset.h"

Syntax

class UK2Node_LoadAsset : public UK2Node

Functions

Name Description

Protected function Virtual Const

const FName ...

 

GetInputCategory()

Protected function Virtual Const

const FName ...

 

GetInputPinName()

Protected function Virtual Const

const FName ...

 

GetOutputCategory()

Protected function Virtual Const

const FName ...

 

GetOutputPinName()

Public function Virtual Const

bool

 

IsCompatibleWithGraph

(
    const UEdGraph* TargetGraph
)

Protected function Virtual Const

FName

 

NativeFunctionName()

Overridden from UK2Node

Name Description

Public function Virtual

void

 

ExpandNode

(
    FKismetCompilerContext& CompilerCo...,
    UEdGraph* SourceGraph
)

Expands a node while compiling, which may add additional nodes or delete this node

Public function Virtual Const

FName

 

GetCornerIcon()

Public function Virtual Const

void

 

GetMenuActions

Replacement for GetMenuEntries().

Public function Virtual Const

FText

 

GetMenuCategory()

Override to provide a default category for specific node types to be listed under.

Public function Virtual Const

bool

 

IsNodePure()

Returns whether this node is considered 'pure' by the compiler

Public function Virtual Const

bool

 

NodeCausesStructuralBlueprintChange()

Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint

Public function Virtual

void

 

ReallocatePinsDuringReconstruction

(
    TArray< UEdGraphPin* >& OldPi...
)

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)

Overridden from UEdGraphNode

Name Description

Public function Virtual

void

 

AllocateDefaultPins()

Allocate default pins for a given node, based only the NodeType, which should already be filled in.

Public function Virtual Const

FText

 

GetNodeTitle

(
    ENodeTitleType::Type TitleType
)

Gets the name of this node, shown in title bar

Public function Virtual Const

FText

 

GetTooltipText()

Gets the tooltip to display when over the node