UMagicLeapARPinComponent::PinToRestoredOrSyncedID

Pin this component (or owner actor if bShouldPinActor is true) to the PinID that was restored from a previous session or was synced voer the network.

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 PinToRestoredOrSyncedID()

Remarks

Pin this component (or owner actor if bShouldPinActor is true) to the PinID that was restored from a previous session or was synced voer the network. OnPersistentEntityPinned event will be fired when the restored pin will be found in the environment. The component's transform will then be locked. App needs to call UnPin() if it wants to move the component again.

Returns

true if some ARPin data has been restored or synced, false otherwise.

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