unreal.TutorialContentAnchor
¶
- class unreal.TutorialContentAnchor¶
Bases:
unreal.StructBase
A way of identifying something to be highlighted by a tutorial
C++ Source:
Module: IntroTutorials
File: EditorTutorial.h
Editor Properties: (see get_editor_property/set_editor_property)
asset
(SoftObjectPath): [Read-Write] Asset: If reference is an asset, we use this to resolve itdraw_highlight
(bool): [Read-Write] Draw Highlight: Whether to draw an animated highlight around the widgetfriendly_name
(str): [Read-Write] Friendly Name: User friendly name to display in the dialogguid_string
(str): [Read-Write] GUIDString: The GUID stringouter_name
(str): [Read-Write] Outer Name: Name of the outer object - should be the blueprint that ‘owns’ the nodetab_to_focus_or_open
(str): [Read-Write] Tab to Focus or Open: Tab on which to focus (EG ‘My Blueprint’ tab).type
(TutorialAnchorIdentifier): [Read-Write] Typewrapper_identifier
(Name): [Read-Write] Wrapper Identifier: If widget is in a wrapper widget, this is the wrapper widget name