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")
void UnPin()
Detach or un-pin the currently pinned entity (component or actor) from the real-world. Call this if you want to change the transform of a pinned entity. Note that if you still want your content to persist, you will have to call PinSceneComponent() or PinActor() before EndPlay().