UMagicLeapARPinComponent::PinToID

Pin this component (or owner actor if bShouldPinActor is true) to the specified PinID.

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")
bool PinToID
(
    const FGuid & PinID
)

Remarks

Pin this component (or owner actor if bShouldPinActor is true) to the specified PinID. If this pin exists in the environment, OnPersistentEntityPinned event will be fired in the next Tick. The component's transform will then be locked. App needs to call UnPin() if it wants to move the component again.

Returns

true if the provided pin exists in the environment, false otherwise.

Parameters

Parameter

Description

PinID

ID of the ARPin to attach this component (or owner actor) to.

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