class unreal.ControlRigBlueprintFactory(outer=None, name='None')

Bases: unreal.Factory

Control Rig Blueprint Factory

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRigEditor

  • File: ControlRigBlueprintFactory.h

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.


selected_object (Object) –


Return type


classmethod create_new_control_rig_asset(desired_package_path)ControlRigBlueprint

Create a new control rig asset within the contents space of the project.


desired_package_path (str) – The package path to use for the control rig asset


Return type