unreal.ControlRigComponentMappedElement
¶
-
class
unreal.
ControlRigComponentMappedElement
(component_reference=[None, 'None'], transform_index=- 1, transform_name='None', element_type=RigElementType.BONE, element_name='None', direction=ControlRigComponentMapDirection.OUTPUT, offset=[[0.0, 0.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 1.0]], weight=1.0, space=ControlRigComponentSpace.WORLD_SPACE)¶ Bases:
unreal.StructBase
Control Rig Component Mapped Element
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: ControlRigComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
component_reference
(ComponentReference): [Read-Write] The component to map to the Control Rigdirection
(ControlRigComponentMapDirection): [Read-Write] The direction (input / output) to be used for mapping an elementelement_name
(Name): [Read-Write] The name of the element to map toelement_type
(RigElementType): [Read-Write] The type of element this is mapped tooffset
(Transform): [Read-Write] The offset transform to applyspace
(ControlRigComponentSpace): [Read-Write] space in which the mapping happenstransform_index
(int32): [Read-Write] An optional index that can be used with components with multiple transforms (for example the InstancedStaticMechComponent)transform_name
(Name): [Read-Write] An optional name that can be used with components that have sockets (for example the SkeletalMeshComponent)weight
(float): [Read-Write] defines how much the mapped element should be driven
-
property
component_reference
¶ [Read-Write] The component to map to the Control Rig
- Type
-
property
direction
¶ [Read-Write] The direction (input / output) to be used for mapping an element
-
property
element_type
¶ [Read-Write] The type of element this is mapped to
- Type
-
property
space
¶ [Read-Write] space in which the mapping happens
- Type
-
property
transform_index
¶ [Read-Write] An optional index that can be used with components with multiple transforms (for example the InstancedStaticMechComponent)
- Type
(int32)