UMagicLeapARPinComponent::PinActor

Pin given Actor to the closest AR Pin in real-world.

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 PinActor
(
    AActor * ActorToPin
)

Remarks

Pin given Actor to the closest AR Pin in real-world. OnPersistentEntityPinned event will be fired when a suitable AR Pin is found for this Actor. The Actor's transform will then be locked. App needs to call UnPin() if it wants to move the Actor again.

Returns

true if the Actor was accepted to be pinned, false otherwise.

Parameters

Parameter

Description

ActorToPin

Actor to pin to the world. Pass in this component's owner if app is using 'OnlyOnDataRestoration' or 'Always' AutoPinType.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss