UK2Node_LoadAsset

Unreal Engine C++ API Reference > Editor > BlueprintGraph

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](API\Editor\BlueprintGraph\UK2Node)  

Functions

Type Name Description
const FName ... GetInputCategory ()  
const FName ... GetInputPinName ()  
const FName ... GetOutputCategory ()  
const FName ... GetOutputPinName ()  
bool IsCompatibleWithGraph ( const UEdGraph* TargetGraph )  
FName NativeFunctionName ()  

Overridden from UK2Node

Type Name Description
void ExpandNode ( FKismetCompilerContext& CompilerCo..., UEdGraph* SourceGraph ) Expands a node while compiling, which may add additional nodes or delete this node
FName GetCornerIcon ()  
void GetMenuActions ( FBlueprintActionDatabaseRegistrar&... ) Replacement for GetMenuEntries().
FText GetMenuCategory () Override to provide a default category for specific node types to be listed under.
bool IsNodePure () Returns whether this node is considered 'pure' by the compiler
bool NodeCausesStructuralBlueprintChange () Return true if adding/removing this node requires calling MarkBlueprintAsStructurallyModified on the Blueprint
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

Type Name Description
void AllocateDefaultPins () Allocate default pins for a given node, based only the NodeType, which should already be filled in.
FText GetNodeTitle ( ENodeTitleType::Type TitleType ) Gets the name of this node, shown in title bar
FText GetTooltipText () Gets the tooltip to display when over the node

Ask questions and help your peers Developer Forums

Write your own tutorials or read those from others Learning Library