Show / Hide Table of Contents

Class MagicLeapARPinComponent

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

Inheritance
System.Object
UObject
ActorComponent
SceneComponent
MagicLeapARPinComponent
Inherited Members
SceneComponent.DetachFromParent(Boolean, Boolean)
SceneComponent.DoesSocketExist(Name)
SceneComponent.GetAllSocketNames()
SceneComponent.GetAttachParent()
SceneComponent.GetAttachSocketName()
SceneComponent.GetChildComponent(Int32)
SceneComponent.GetChildrenComponents(Boolean)
SceneComponent.GetComponentVelocity()
SceneComponent.GetForwardVector()
SceneComponent.GetNumChildrenComponents()
SceneComponent.GetParentComponents()
SceneComponent.GetPhysicsVolume()
SceneComponent.GetRelativeTransform()
SceneComponent.GetRightVector()
SceneComponent.GetShouldUpdatePhysicsVolume()
SceneComponent.GetSocketLocation(Name)
SceneComponent.GetSocketQuaternion(Name)
SceneComponent.GetSocketRotation(Name)
SceneComponent.GetSocketTransform(Name, Byte)
SceneComponent.GetUpVector()
SceneComponent.IsAnySimulatingPhysics()
SceneComponent.IsSimulatingPhysics(Name)
SceneComponent.IsVisible()
SceneComponent.K2_AddLocalOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddLocalRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddLocalTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AddRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_AddRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldOffset(Vector, Boolean, Boolean)
SceneComponent.K2_AddWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_AddWorldTransform(Transform, Boolean, Boolean)
SceneComponent.K2_AttachTo(SceneComponent, Name, Byte, Boolean)
SceneComponent.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
SceneComponent.K2_DetachFromComponent(EDetachmentRule, EDetachmentRule, EDetachmentRule, Boolean)
SceneComponent.K2_GetComponentLocation()
SceneComponent.K2_GetComponentRotation()
SceneComponent.K2_GetComponentScale()
SceneComponent.K2_GetComponentToWorld()
SceneComponent.K2_SetRelativeLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetRelativeLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetRelativeTransform(Transform, Boolean, Boolean)
SceneComponent.K2_SetWorldLocation(Vector, Boolean, Boolean)
SceneComponent.K2_SetWorldLocationAndRotation(Vector, Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldRotation(Rotator, Boolean, Boolean)
SceneComponent.K2_SetWorldTransform(Transform, Boolean, Boolean)
SceneComponent.ResetRelativeTransform()
SceneComponent.SetAbsolute(Boolean, Boolean, Boolean)
SceneComponent.SetHiddenInGame(Boolean, Boolean)
SceneComponent.SetMobility(Byte)
SceneComponent.SetRelativeScale3D(Vector)
SceneComponent.SetShouldUpdatePhysicsVolume(Boolean)
SceneComponent.SetVisibility(Boolean, Boolean)
SceneComponent.SetWorldScale3D(Vector)
SceneComponent.SnapTo(SceneComponent, Name)
SceneComponent.ToggleVisibility(Boolean)
SceneComponent.AttachParent
SceneComponent.AttachSocketName
SceneComponent.AttachChildren
SceneComponent.ClientAttachedChildren
SceneComponent.RelativeLocation
SceneComponent.RelativeRotation
SceneComponent.RelativeScale3D
SceneComponent.ComponentVelocity
SceneComponent.bComponentToWorldUpdated
SceneComponent.bAbsoluteLocation
SceneComponent.bAbsoluteRotation
SceneComponent.bAbsoluteScale
SceneComponent.bVisible
SceneComponent.bHiddenInGame
SceneComponent.bShouldUpdatePhysicsVolume
SceneComponent.bBoundsChangeTriggersStreamingDataRebuild
SceneComponent.bUseAttachParentBound
SceneComponent.bVisualizeComponent
SceneComponent.Mobility
SceneComponent.DetailMode
ActorComponent.RegisterComponent()
ActorComponent.UnregisterComponent()
ActorComponent.ReceiveBeginPlay
ActorComponent.ReceiveEndPlay
ActorComponent.ReceiveTick
ActorComponent.Activate(Boolean)
ActorComponent.AddTickPrerequisiteActor(Actor)
ActorComponent.AddTickPrerequisiteComponent(ActorComponent)
ActorComponent.ComponentHasTag(Name)
ActorComponent.Deactivate()
ActorComponent.GetComponentTickInterval()
ActorComponent.GetOwner()
ActorComponent.IsActive()
ActorComponent.IsBeingDestroyed()
ActorComponent.IsComponentTickEnabled()
ActorComponent.K2_DestroyComponent(UObject)
ActorComponent.RemoveTickPrerequisiteActor(Actor)
ActorComponent.RemoveTickPrerequisiteComponent(ActorComponent)
ActorComponent.SetActive(Boolean, Boolean)
ActorComponent.SetAutoActivate(Boolean)
ActorComponent.SetComponentTickEnabled(Boolean)
ActorComponent.SetComponentTickInterval(Single)
ActorComponent.SetIsReplicated(Boolean)
ActorComponent.SetTickableWhenPaused(Boolean)
ActorComponent.SetTickGroup(Byte)
ActorComponent.ToggleActive()
ActorComponent.PrimaryComponentTick
ActorComponent.AssetUserData
ActorComponent.bReplicates
ActorComponent.bNetAddressable
ActorComponent.bAutoActivate
ActorComponent.bIsActive
ActorComponent.bEditableWhenInherited
ActorComponent.bCanEverAffectNavigation
ActorComponent.bIsEditorOnly
ActorComponent.bIsVisualizationComponent
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.MagicLeap
Assembly: UE4DotNet.dll
Syntax
public class MagicLeapARPinComponent : SceneComponent

Properties

| Improve this Doc View Source

bShouldPinActor

Declaration
public bool bShouldPinActor { get; set; }
Property Value
Type Description
System.Boolean
| Improve this Doc View Source

DefaultObject

Get UE4 Default Object for this Class

Declaration
public static MagicLeapARPinComponent DefaultObject { get; }
Property Value
Type Description
MagicLeapARPinComponent
| Improve this Doc View Source

PinnedCFUID

Pinned CFUID

Declaration
public FGuid PinnedCFUID { get; set; }
Property Value
Type Description
FGuid
| Improve this Doc View Source

PinnedSceneComponent

Pinned Scene Component

Declaration
public SceneComponent PinnedSceneComponent { get; set; }
Property Value
Type Description
SceneComponent
| Improve this Doc View Source

StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class

Methods

| Improve this Doc View Source

GetPinnedPinID()

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

Declaration
public (FGuid, bool) GetPinnedPinID()
Returns
Type Description
System.ValueTuple<FGuid, System.Boolean>
Remarks

@param PinID Output param for the ID of the Pin. @return True if an entity is currently pinned by this component and the output param is successfully populated.

| Improve this Doc View Source

IsPinned()

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

Declaration
public bool IsPinned()
Returns
Type Description
System.Boolean
Remarks

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

| Improve this Doc View Source

New(UObject, Name)

Spawn an object of this class

Declaration
public static MagicLeapARPinComponent New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
MagicLeapARPinComponent
| Improve this Doc View Source

PinActor(Actor)

Pin given Actor to the closest AR Pin in real-world.

Declaration
public bool PinActor(Actor ActorToPin)
Parameters
Type Name Description
Actor ActorToPin
Returns
Type Description
System.Boolean
Remarks

OnPersistentEntityPinned event will be fired when a suitable AR Pin is found for this Actor. The Actor's transform will then be locked. App needs to call UnPin() if it wants to move the Actor again. @param ActorToPin Actor to pin to the world. Pass in this component's owner if app is using 'OnlyOnDataRestoration' or 'Always' AutoPinType. @return true if the Actor was accepted to be pinned, false otherwise.

| Improve this Doc View Source

PinRestoredOrSynced()

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

Declaration
public bool PinRestoredOrSynced()
Returns
Type Description
System.Boolean
Remarks

Implies if content was already pinned earlier. Does not imply if that restored Pin is available in the current environment. @return True if the Pin data was restored from local storage or network.

| Improve this Doc View Source

PinSceneComponent(SceneComponent)

Pin given SceneComponent to the closest AR Pin in real-world.

Declaration
public bool PinSceneComponent(SceneComponent ComponentToPin)
Parameters
Type Name Description
SceneComponent ComponentToPin
Returns
Type Description
System.Boolean
Remarks

OnPersistentEntityPinned event will be fired when a suitable AR Pin 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. @param ComponentToPin SceneComponent to pin to the world. Pass in 'this' component if app is using 'OnlyOnDataRestoration' or 'Always' AutoPinType. @return true if the component was accepted to be pinned, false otherwise.

| Improve this Doc View Source

UnPin()

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

Declaration
public void UnPin()
Remarks

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 PinSceneComponent() or PinActor() before EndPlay().

Operators

| Improve this Doc View Source

Implicit(IntPtr to MagicLeapARPinComponent)

Convert from IntPtr to UObject

Declaration
public static implicit operator MagicLeapARPinComponent(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
MagicLeapARPinComponent
  • Improve this Doc
  • View Source
Back to top Generated by DocFX