unreal.RigUnit_DebugBezierItemSpace

class unreal.RigUnit_DebugBezierItemSpace(execute_context: ControlRigExecuteContext = [], bezier: CRFourPointBezier = [], minimum_u: float = 0.0, maximum_u: float = 0.0, color: LinearColor = Ellipsis, thickness: float = 0.0, detail: int = 0, space: RigElementKey = Ellipsis, world_offset: Transform = Ellipsis, enabled: bool = False)

Bases: RigUnit_DebugBaseMutable

Rig Unit Debug Bezier Item Space

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DebugBezier.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bezier (CRFourPointBezier): [Read-Write] Bezier

  • color (LinearColor): [Read-Write] Color

  • detail (int32): [Read-Write] Detail

  • enabled (bool): [Read-Only] Enabled

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

  • maximum_u (float): [Read-Write] Maximum U

  • minimum_u (float): [Read-Write] Minimum U

  • space (RigElementKey): [Read-Write] Space

  • thickness (float): [Read-Write] Thickness

  • world_offset (Transform): [Read-Write] World Offset

property bezier: CRFourPointBezier

[Read-Write] Bezier

Type:

(CRFourPointBezier)

property color: LinearColor

[Read-Write] Color

Type:

(LinearColor)

property detail: int

[Read-Write] Detail

Type:

(int32)

property enabled: bool

[Read-Only] Enabled

Type:

(bool)

property maximum_u: float

[Read-Write] Maximum U

Type:

(float)

property minimum_u: float

[Read-Write] Minimum U

Type:

(float)

property space: RigElementKey

[Read-Write] Space

Type:

(RigElementKey)

property thickness: float

[Read-Write] Thickness

Type:

(float)

property world_offset: Transform

[Read-Write] World Offset

Type:

(Transform)