UMagicLeapARPinComponent::AttemptPinDataRestoration

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",
          Meta=(DeprecatedFunction, DeprecationMessage="Deprecated and will be removed in 0.24.2 release. Use AttemptPinDataRestorationAsync instead."))
bool AttemptPinDataRestoration()

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.

Returns

true of pin data was retored, false otherwise

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