UMagicLeapARPinComponent

Component to make content persist at locations in the real world.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

MagicLeapARPin

Header

/Engine/Plugins/Lumin/MagicLeapPassableWorld/Source/MagicLeapARPin/Public/MagicLeapARPinComponent.h

Include

#include "MagicLeapARPinComponent.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(ClassGroup=MagicLeap, BlueprintType, Blueprintable, EditInlineNew,
       Meta=(BlueprintSpawnableComponent))
class UMagicLeapARPinComponent : public USceneComponent

Remarks

Component to make content persist at locations in the real world.

Variables

Name Description

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

EMagicLeapAutoP...

 

AutoPinType

Mode for automatically pinning this component or it's owner actor to real-world.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

bool

 

bShouldPinActor

Pin this component's owner actor instead of just the component itself.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

FString

 

ObjectUID

Unique ID for this component to save the meta data for the Pin and make content persistent.

Public variable UProperty BlueprintAssignable

FPersistentEnti...

 

OnPersistentEntityPinLost

Fired when an entity loses its pin.

Public variable UProperty BlueprintAssignable

FPersistentEnti...

 

OnPersistentEntityPinned

Fired when an entity is successfully pinned by this component.

Public variable UProperty BlueprintAssignable

FMagicLeapARPin...

 

OnPinDataLoadAttemptCompleted

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TSubclassOf< UM...

 

PinDataClass

The user defined save game class associated with this pin.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

TSet< EMagicLea...

 

SearchPinTypes

Pin types to look for when attempting to pin this component.

Public variable UProperty Category, EditAnywhere BlueprintReadWrite

USphereComponen...

 

SearchVolume

Volume to search for an ARPin in.

Public variable UProperty Category, EditAnywhere, Meta BlueprintReadWrite

int32

 

UserIndex

Index to get the save game data for the pin

Constructors

Name Description

Public function

UMagicLeapARPinComponent()

Functions

Name Description

Public function UFunction BlueprintCallable, Category, Meta

bool

 

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.

Public function UFunction BlueprintCallable, Category

void

 

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.

Public function UFunction BlueprintCallable, Category, Meta

UMagicLeapAR...

 

GetPinData

Retrieves the data associated with this pin.

Public function Const UFunction BlueprintCallable, Category

bool

 

GetPinnedPinID

(
    FGuid& PinID
)

Get the ID of the Pin the entity (component or actor) is currently pinned to.

Public function Const UFunction BlueprintCallable, Category

bool

 

GetPinState

(
    FMagicLeapARPinState& State
)

Returns the state of this Pin.

Public function Const UFunction BlueprintCallable, Category

bool

 

IsPinned()

True if an entity (component or actor) is currently pinned by this component.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

PinActor

(
    AActor* ActorToPin
)

Deprecated and can no longer be used to pin any actor other than the owner of this component.

Public function Const UFunction BlueprintCallable, Category

bool

 

PinRestoredOrSynced()

True if the AR Pin for the unique ID ObjectUID was restored from the app's local storage or was repliated over network.

Public function UFunction BlueprintCallable, Category, Meta

bool

 

PinSceneComponent

(
    USceneComponent* ComponentToPi...
)

Deprecated and can no longer be used to pin any scene component other than itself.

Public function UFunction BlueprintCallable, Category

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.

Public function UFunction BlueprintCallable, Category

bool

 

PinToID

(
    const FGuid& PinID
)

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

Public function UFunction BlueprintCallable, Category

bool

 

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.

Public function UFunction BlueprintCallable, Category, Meta

UMagicLeapAR...

 

TryGetPinData

(
    TSubclassOf< UMagicLeapARPinSaveGam...,
    bool& OutPinDataValid
)

Tries to retreive the data associated with this pin.

Public function UFunction BlueprintCallable, Category

void

 

UnPin()

Detach or un-pin the currently pinned entity (component) from the real-world.

Overridden from UActorComponent

Name Description

Public function Virtual

void

 

BeginPlay()

Begins Play for the component.

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Ends gameplay for this component.

Public function Virtual

void

 

TickComponent

(
    float DeltaTime,
    enum ELevelTick TickType,
    FActorComponentTickFunction* T...
)

Function called every frame on this ActorComponent.

Classes

Name

Description

Public class

FMagicLeapARPinDataLoadAttemptCompleted

Delegate used to notify that the pin data associated with this component's ObjectUID has been successfully loaded or not.

Public class

FPersistentEntityPinLost

Delegate used to notify the instigating blueprint that an entity (component or actor) has lost a previously obtained pin.

Public class

FPersistentEntityPinned

Delegate used to notify the instigating blueprint that an entity (component or actor) has been successfully pinned to the real-world.

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