UMagicLeapARPinComponent::IsPinned

True if an entity (component or actor) is currently pinned by this component.

Windows
MacOS
Linux

References

Module

MagicLeapARPin

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Public/MagicLeapARPinComponent.h

Include

#include "MagicLeapARPinComponent.h"

Source

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Private/MagicLeapARPinComponent.cpp

Syntax

[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ContentPersistence|MagicLeap")
bool IsPinned() const

Remarks

True if an entity (component or actor) is currently pinned by this component. If true, the entity's transform will be locked. App needs to call UnPin() if it wants to move it again. If false, and you still want your content to persist, you will have to call PinSceneComponent() or PinActor() before EndPlay().

Returns

True if an entity (component or actor) is currently pinned by this component.

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