Magic Leap

Magic Leap

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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

  1. It loads the pin data from disk asynchronously. The OnPinDataLoadAttemptCompleted event is called to indicate whether the data was succesfully loaded or not.

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

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