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 AttemptPinDataRestorationAsync()
If BeginPlay() is called before app sets ObjectUID (can happen when component is spawned at runtime or actor that includes this component is spawned at runtime), this function can be called to attempt a fresh restoration. It loads the pin data from disk asynchronously. The OnPinDataLoadAttemptCompleted event is called to indicate whether the data was succesfully loaded or not.