Actions
Attempt Pin Data Restoration Async |
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
Target is Magic Leap ARPin Component |
Bind to on Magic Leap ARPin Updated Delegate |
Bind a dynamic delegate to the OnMagicLeapARPinUpdated event. The delegate reports 3 arrays for ARPins added, updated and deleted. Whether a pin is considered updated is determined by whehter any of its state parameters changed a specified delta. The delta thresholds can be set in Project Settings > MagicLeapARPin Plugin Target is Magic Leap ARPin Function Library |
Bind to on Magic Leap Content Binding Found Delegate |
Bind a dynamic delegate to the OnMagicLeapContentBindingFound event. The delegate reports a PinID and the set of ObjectIds that were saved (via a MagicLeapARPinComponent) for that Pin. This delegate can be used to spawn the actors associated with that ObjectId. Spawn the actor, set the ObjectId and then call UMagicLeapARPinComponent::AttemptPinDataRestoration(). Target is Magic Leap ARPin Function Library |
Create Tracker |
Create an ARPin tracker. Target is Magic Leap ARPin Function Library |
Destroy Tracker |
Destroy an ARPin tracker. Target is Magic Leap ARPin Function Library |
Get ARPin Position and Orientation |
Returns the world position & orientation of the requested Pin. Target is Magic Leap ARPin Function Library |
Get ARPin Position and Orientation Tracking Space |
Returns the position & orientation of the requested Pin in tracking space Target is Magic Leap ARPin Function Library |
Get ARPin State |
Returns the state of the requested Pin. Target is Magic Leap ARPin Function Library |
Get Available ARPins |
Returns all the AR Pins currently available. Target is Magic Leap ARPin Function Library |
Get Closest ARPin |
Returns the Pin closest to the target point passed in. Target is Magic Leap ARPin Function Library |
Get Content Binding Save Game User Index |
Get the user index used to save / load the save game object used for storing all the content bindings (PinID and ObjectID associations in a MagicLeapARPinComponent). Target is Magic Leap ARPin Function Library |
Get Global Query Filter |
The current filter used when querying pins for updates. Target is Magic Leap ARPin Function Library |
Get Num Available ARPins |
Returns the count of currently available AR Pins. Target is Magic Leap ARPin Function Library |
Get Pin State |
Returns the state of this Pin. Target is Magic Leap ARPin Component |
Get Pinned Pin ID |
Get the ID of the Pin the entity (component or actor) is currently pinned to. Target is Magic Leap ARPin Component |
Is Pinned |
True if an entity (component or actor) is currently pinned by this component. If true, the entity's transform will be locked. App needs to call UnPin() if it wants to move it again. If false, and you still want your content to persist, you will have to call PinSceneComponent() or PinActor() before EndPlay(). Target is Magic Leap ARPin Component |
Is Tracker Valid |
Is an ARPin tracker already created. Target is Magic Leap ARPin Function Library |
On Update ARPin State |
On Update ARPin State Target is Magic Leap ARPin Info Actor Base |
Parse String to ARPin Id |
Parse String to ARPin Id Target is Magic Leap ARPin Function Library |
Pin Restored or Synced |
True if the AR Pin for the unique ID ObjectUID was restored from the app's local storage or was repliated over network. Implies if content was already pinned earlier. Does not imply if that restored Pin is available in the current environment. Target is Magic Leap ARPin Component |
Pin to Best Fit |
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. If UMagicLeapARPinFunctionLibrary::QueryARPins() is implemented on this platform, pins of type SearchPinTypes will be searched within the SearchVolume (250cm radius by default) and the closest one will be selected. Otherwise, a simple search of the closest pin will be used to get the desired ARPin. OnPersistentEntityPinned event will be fired when a suitable ARPin is found for this component. The component's transform will then be locked. App needs to call UnPin() if it wants to move the component again. Target is Magic Leap ARPin Component |
Pin to ID |
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. Target is Magic Leap ARPin Component |
Pin to Restored or Synced ID |
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. Target is Magic Leap ARPin Component |
Query ARPins |
Returns filtered set of Pins based on the informed parameters. Target is Magic Leap ARPin Function Library |
Set Content Binding Save Game User Index |
Set the user index to be used to save / load the save game object used for storing all the content bindings (PinID and ObjectID associations in a MagicLeapARPinComponent). Call this before the first tick of the level. Target is Magic Leap ARPin Function Library |
Set Global Query Filter |
Set the filter used to query ARPins at the specified frequency (see UMagicLeapARPinSettings). This will alter the results reported via the OnMagicLeapARPinUpdated delegates only and not the ones by GetClosestARPin() and QueryARPins(). By default the filter includes all available Pin in an unbounded distance. If an ARPin's type changes to one that is not in the specified filter, or it falls outside the specified search volume, it will be marked as a "deleted" Pin even if it is still present in the environment. Target is Magic Leap ARPin Function Library |
ToString (ARPinId) |
ARPin Id to String Target is Magic Leap ARPin Function Library |
ToString (FMagicLeapARPinState) |
Get ARPin State to String Target is Magic Leap ARPin Function Library |
Try Get Pin Data |
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. Target is Magic Leap ARPin Component |
Un Bind to on Magic Leap ARPin Updated Delegate |
Unbind a dynamic delegate from the OnMagicLeapARPinUpdated event. Target is Magic Leap ARPin Function Library |
Un Bind to on Magic Leap Content Binding Found Delegate |
Unbind a dynamic delegate from the OnMagicLeapContentBindingFound event. Target is Magic Leap ARPin Function Library |
Un Pin |
Detach or un-pin the currently pinned entity (component) from the real-world. Call this if you want to change the transform of a pinned entity. Note that if you still want your content to persist, you will have to call PinToBestFit() or PinToID() before EndPlay(). Target is Magic Leap ARPin Component |