Module |
|
Header |
/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Public/MagicLeapARPinComponent.h |
Include |
#include "MagicLeapARPinComponent.h" |
Source |
/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Private/MagicLeapARPinComponent.cpp |
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ContentPersistence|MagicLeap")
bool IsPinned() const
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().
True if an entity (component or actor) is currently pinned by this component.