unreal.RigUnit_CollectionLoop

class unreal.RigUnit_CollectionLoop(execute_context: ControlRigExecuteContext = [], collection: RigElementKeyCollection = Ellipsis, item: RigElementKey = Ellipsis, index: int = 0, count: int = 0, ratio: float = 0.0, completed: ControlRigExecuteContext = [])

Bases: RigUnit_CollectionBaseMutable

Given a collection of items, execute iteratively across all items in a given collection

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_Collection.h

Editor Properties: (see get_editor_property/set_editor_property)

  • collection (RigElementKeyCollection): [Read-Write] Collection

  • completed (ControlRigExecuteContext): [Read-Write] Completed

  • count (int32): [Read-Write] Count

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units together

  • index (int32): [Read-Write] Index

  • item (RigElementKey): [Read-Write] Item

  • ratio (float): [Read-Write] Ratio: Ranging from 0.0 (first item) and 1.0 (last item) This is useful to drive a consecutive node with a curve or an ease to distribute a value.

property collection: RigElementKeyCollection

[Read-Write] Collection

Type:

(RigElementKeyCollection)

property completed: ControlRigExecuteContext

[Read-Only] Completed

Type:

(ControlRigExecuteContext)

property count: int

[Read-Only] Count

Type:

(int32)

property index: int

[Read-Only] Index

Type:

(int32)

property item: RigElementKey

[Read-Only] Item

Type:

(RigElementKey)

property ratio: float

[Read-Only] Ratio: Ranging from 0.0 (first item) and 1.0 (last item) This is useful to drive a consecutive node with a curve or an ease to distribute a value.

Type:

(float)