Class MagicLeapARPinComponent
Component to make content persist at locations in the real world.
Inherited Members
Namespace: UE4.MagicLeap
Assembly: UE4DotNet.dll
Syntax
public class MagicLeapARPinComponent : SceneComponent
Properties
| Improve this Doc View SourcebShouldPinActor
Declaration
public bool bShouldPinActor { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
DefaultObject
Get UE4 Default Object for this Class
Declaration
public static MagicLeapARPinComponent DefaultObject { get; }
Property Value
Type | Description |
---|---|
MagicLeapARPinComponent |
PinnedCFUID
Pinned CFUID
Declaration
public FGuid PinnedCFUID { get; set; }
Property Value
Type | Description |
---|---|
FGuid |
PinnedSceneComponent
Pinned Scene Component
Declaration
public SceneComponent PinnedSceneComponent { get; set; }
Property Value
Type | Description |
---|---|
SceneComponent |
StaticClass
Get UE4 Class
Declaration
public static Class StaticClass { get; }
Property Value
Type | Description |
---|---|
Class |
Methods
| Improve this Doc View SourceGetPinnedPinID()
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.
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.
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 |
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.
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.
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.
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 SourceImplicit(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 |