UARBlueprintLibrary::PinComponent

Pin an Unreal Component to a location in tracking spce (i.e. the real world).

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References

Module

AugmentedReality

Header

/Engine/Source/Runtime/AugmentedReality/Public/ARBlueprintLibrary.h

Include

#include "ARBlueprintLibrary.h"

Source

/Engine/Source/Runtime/AugmentedReality/Private/ARBlueprintLibrary.cpp

Syntax

static UARPin * PinComponent
(
    USceneComponent * ComponentToPin,
    const FTransform & PinToWorldTransform,
    UARTrackedGeometry * TrackedGeometry,
    const FName DebugName
)

Remarks

Pin an Unreal Component to a location in tracking spce (i.e. the real world).

Returns

an object representing the pin that connects ComponentToPin_ component to a real-world location and optionally to the TrackedGeometry_.

Parameters

Parameter

Description

ComponentToPin

The component that should be pinned.

PinToWorldTransform

A transform (in Unreal World Space) that corresponds to a physical location where the component should be pinned.

TrackedGeometry

An optional, real-world geometry that is recognized by the AR system; any correction to the position of this geometry will be applied to the pinned component.

DebugName

An optional name that will be displayed when this pin is being drawn for debugging purposes.

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