| UObjectBase
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Module |
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Header |
/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Public/MagicLeapARPinComponent.h |
Include |
#include "MagicLeapARPinComponent.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=MagicLeap, BlueprintType, Blueprintable, EditInlineNew,
Meta=(BlueprintSpawnableComponent))
class UMagicLeapARPinComponent : public USceneComponent
Component to make content persist at locations in the real world.
Name | Description | ||
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AutoPinType |
Mode for automatically pinning this component or it's owner actor to real-world. |
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bShouldPinActor |
Pin this component's owner actor instead of just the component itself. |
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ObjectUID |
Unique ID for this component to save the meta data for the Pin and make content persistent. |
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OnPersistentEntityPinLost |
Fired when an entity loses its pin. |
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OnPersistentEntityPinned |
Fired when an entity is successfully pinned by this component. |
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OnPinDataLoadAttemptCompleted |
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TSubclassOf< UM... |
PinDataClass |
The user defined save game class associated with this pin. |
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SearchPinTypes |
Pin types to look for when attempting to pin this component. |
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SearchVolume |
Volume to search for an ARPin in. |
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UserIndex |
Index to get the save game data for the pin |
Name | Description | |
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UMagicLeapARPinComponent() |
Name | Description | ||
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AttemptPinDataRestoration() |
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. |
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AttemptPinDataRestorationAsync() |
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. |
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UMagicLeapAR... |
GetPinData |
Retrieves the data associated with this pin. |
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GetPinnedPinID ( |
Get the ID of the Pin the entity (component or actor) is currently pinned to. |
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GetPinState ( |
Returns the state of this Pin. |
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IsPinned() |
True if an entity (component or actor) is currently pinned by this component. |
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PinActor ( |
Deprecated and can no longer be used to pin any actor other than the owner of this component. |
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PinRestoredOrSynced() |
True if the AR Pin for the unique ID ObjectUID was restored from the app's local storage or was repliated over network. |
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PinSceneComponent ( |
Deprecated and can no longer be used to pin any scene component other than itself. |
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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. |
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PinToID ( |
Pin this component (or owner actor if bShouldPinActor is true) to the specified PinID. |
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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. |
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UMagicLeapAR... |
TryGetPinData ( |
Tries to retreive the data associated with this pin. |
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UnPin() |
Detach or un-pin the currently pinned entity (component) from the real-world. |
Name | Description | ||
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BeginPlay() |
Begins Play for the component. |
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EndPlay ( |
Ends gameplay for this component. |
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TickComponent ( |
Function called every frame on this ActorComponent. |
Name |
Description |
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FMagicLeapARPinDataLoadAttemptCompleted |
Delegate used to notify that the pin data associated with this component's ObjectUID has been successfully loaded or not. |
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FPersistentEntityPinLost |
Delegate used to notify the instigating blueprint that an entity (component or actor) has lost a previously obtained pin. |
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FPersistentEntityPinned |
Delegate used to notify the instigating blueprint that an entity (component or actor) has been successfully pinned to the real-world. |