- class unreal.ControlRigBlueprintFactory(outer=None, name='None')¶
Control Rig Blueprint Factory
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task(AssetImportTask): [Read-Write] Task for importing file via script interfaces
automated_import_data(AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interface
context_class(type(Class)): [Read-Write] Class of the context object used to help create the object.
create_new(bool): [Read-Write] The default value to return from CanCreateNew()
edit_after_new(bool): [Read-Write] true if the associated editor should be opened after creating a new object.
editor_import(bool): [Read-Write] true if the factory imports objects from files.
formats(Array(str)): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.
parent_class(type(Class)): [Read-Write] The parent class of the created blueprint
supported_class(type(Class)): [Read-Write] The class manufactured by this factory.
text(bool): [Read-Write] true if the factory imports objects from text.
- classmethod create_control_rig_from_skeletal_mesh_or_skeleton(selected_object) → ControlRigBlueprint¶
Create a new control rig asset within the contents space of the project based on a skeletal mesh or skeleton object.