UMagicLeapARPinComponent::AttemptPinDataRestorationAsync

If [BeginPlay()](API\Plugins\MagicLeapARPin\UMagicLeapARPinComponent\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.

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")
void AttemptPinDataRestorationAsync()

Remarks

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.

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