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",
Meta=(DeterminesOutputType="InPinDataClass"))
UMagicLeapARPinSaveGame * TryGetPinData
(
TSubclassOf< UMagicLeapARPinSaveGame > InPinDataClass,
bool & OutPinDataValid
)
Tries to retreive the data associated with this pin. Returns false if the data hasnt been loaded from the disk yet. In that case, wait until the OnPinDataLoadAttemptCompleted event is called.
that this must match the PinDataClass property. Used for auto casting the return value.
True if pin data was successfully loaded, false otherwise.
Parameter |
Description |
---|---|
InPinDataClass |
The user defined save game class used by this pin. |
OutPinData |
The save game instance associated with this pin instance, only valid if function returns true. |