UMagicLeapARPinComponent

Component to make content persist at locations in the real world.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MagicLeapARPin

Header

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

Include

#include "MagicLeapARPinComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=MagicLeap, BlueprintType, Blueprintable, EditInlineNew,
       Meta=(BlueprintSpawnableComponent))
class UMagicLeapARPinComponent : public USceneComponent

Remarks

Component to make content persist at locations in the real world.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EMagicLeapAutoP...

 

AutoPinType

Mode for automatically pinning this component or it's owner actor to real-world.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bShouldPinActor

Pin this component's owner actor instead of just the component itself.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

FString

 

ObjectUID

Unique ID for this component to save the meta data for the Pin and make content persistent.

Public variable UProperty BlueprintAssignable

FPersistentEnti...

 

OnPersistentEntityPinLost

Fired when an entity loses its pin.

Public variable UProperty BlueprintAssignable

FPersistentEnti...

 

OnPersistentEntityPinned

Fired when an entity is successfully pinned by this component.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TSubclassOf< UM...

 

PinDataClass

The user defined save game class associated with this pin.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

int32

 

UserIndex

Index to get the save game data for the pin

Constructors

Name Description

Public function

UMagicLeapARPinComponent()

Functions

Name Description

Public function UFunction BlueprintCallable, Category, Meta

UMagicLeapAR...

 

GetPinData

Retrieves the data associated with this pin.

Public function UFunction BlueprintCallable, Category

bool

 

GetPinnedPinID

(
    FGuid& PinID
)

Get the ID of the Pin the entity (component or actor) is currently pinned to.

Public function Const UFunction BlueprintCallable, Category

bool

 

GetPinState

(
    FMagicLeapARPinState& State
)

Returns the state of this Pin.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsPinned()

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

Public function UFunction BlueprintCallable, Category

bool

 

PinActor

(
    AActor* ActorToPin
)

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

Public function Const UFunction BlueprintCallable, Category

bool

 

PinRestoredOrSynced()

True if the AR Pin for the unique ID ObjectUID was restored from the app's local storage or was repliated over network.

Public function UFunction BlueprintCallable, Category

bool

 

PinSceneComponent

(
    USceneComponent* ComponentToPi...
)

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

Public function UFunction BlueprintCallable, Category

void

 

UnPin()

Detach or un-pin the currently pinned entity (component or actor) from the real-world.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Classes

Name

Description

Public class

FPersistentEntityPinLost

Delegate used to notify the instigating blueprint that an entity (component or actor) has lost a previously obtained pin.

Public class

FPersistentEntityPinned

Delegate used to notify the instigating blueprint that an entity (component or actor) has been successfully pinned to the real-world.

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