unreal.ScriptingCommandInfo

class unreal.ScriptingCommandInfo(context_name='None', set='None', name='None', label='', description='', input_chord=[[], False, False, False, False])

Bases: unreal.StructBase

The data defining a scripting command. At the exception of its delegates.

C++ Source:

  • Plugin: SlateScripting

  • Module: SlateScriptingCommands

  • File: UICommandsScriptingSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • context_name (Name): [Read-Write] Context Name: The editor context this command is bound to

  • description (Text): [Read-Write] Description: The description of the command

  • input_chord (InputChord): [Read-Write] Input Chord: The input chord to bound to the command

  • label (Text): [Read-Write] Label: The command label or what name will be displayed for it

  • name (Name): [Read-Write] Name: The command name. Must be unique in its set.

  • set (Name): [Read-Write] Set: The command set this command belongs to. This is to avoid conflicts and could refer to the owner of the command

property context_name

[Read-Write] Context Name: The editor context this command is bound to

Type

(Name)

property description

[Read-Write] Description: The description of the command

Type

(Text)

property input_chord

[Read-Write] Input Chord: The input chord to bound to the command

Type

(InputChord)

property label

[Read-Write] Label: The command label or what name will be displayed for it

Type

(Text)

property name

[Read-Write] Name: The command name. Must be unique in its set.

Type

(Name)

property set

[Read-Write] Set: The command set this command belongs to. This is to avoid conflicts and could refer to the owner of the command

Type

(Name)