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 PinToBestFit()
Pin this component (or owner actor if bShouldPinActor is true) to the ARPin that is the best fit based on its location and desired type. If UMagicLeapARPinFunctionLibrary::QueryARPins() is implemented on this platform, pins of type SearchPinTypes will be searched within the SearchVolume (250cm radius by default) and the closest one will be selected. Otherwise, a simple search of the closest pin will be used to get the desired ARPin. OnPersistentEntityPinned event will be fired when a suitable ARPin is found for this component. The component's transform will then be locked. App needs to call UnPin() if it wants to move the component again.