Castle Game Engine: X3DNodes: Class TLoadSensorNode

# Class TLoadSensorNode
Description | Hierarchy | Fields | Methods | Properties
## Unit X3DNodes ## Declaration `type TLoadSensorNode = class(TAbstractNetworkSensorNode)` ## Description no description available, TAbstractNetworkSensorNode description follows no description available, TAbstractSensorNode description follows no description available, TAbstractChildNode description follows no description available, TAbstractNode description follows Base X3D node. Almost all X3D nodes inherit from this. (Exception: X3DMetadataObject. So you cannot have metadata of metadata of...) ## Hierarchy TPersistent TNonRefCountedInterfacedPersistent TX3DFileItem TX3DNode TAbstractNode TAbstractChildNode TAbstractSensorNode TAbstractNetworkSensorNode TLoadSensorNode ## Overview ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdTimeOut: TSFTime read FFdTimeOut;`
| `property FdWatchList: TMFNode read FFdWatchList;`
| `property EventIsLoaded: TSFBoolEvent read FEventIsLoaded;`
| `property EventLoadTime: TSFTimeEvent read FEventLoadTime;`
| `property EventProgress: TSFFloatEvent read FEventProgress;`
## Description ### Methods
| `procedure CreateNode; override;`
| `class function ClassNodeTypeName: string; override;`
| `class function URNMatching(const URN: string): boolean; override;`
### Properties
| `property FdTimeOut: TSFTime read FFdTimeOut;`
| `property FdWatchList: TMFNode read FFdWatchList;`
| `property EventIsLoaded: TSFBoolEvent read FEventIsLoaded;`
| `property EventLoadTime: TSFTimeEvent read FEventLoadTime;`
| `property EventProgress: TSFFloatEvent read FEventProgress;`
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