class unreal.PersistentEntityPinned(*args, **kwargs)

Bases: unreal.MulticastDelegateBase

Delegate used to notify the instigating blueprint that an entity (component or actor) has been successfully pinned to the real-world. Indicates that the transform of the pinned entity is now locked. App needs to call UnPin() if it wants to move the entity again.


restored_or_synced (bool) – True if the entity was pinned as a result of Pin data being restored from local storage or replicatred over network, false if pinned by an explicit PinSceneComponent() or PinActor() call from the app.

C++ Source:

  • Plugin: MagicLeapPassableWorld

  • Module: MagicLeapARPin

  • File: MagicLeapARPinComponent.h