unreal.RigUnit_SequenceExecution

class unreal.RigUnit_SequenceExecution(execute_context: ControlRigExecuteContext = [], a: ControlRigExecuteContext = [], b: ControlRigExecuteContext = [], c: ControlRigExecuteContext = [], d: ControlRigExecuteContext = [])

Bases: RigUnit

Allows for a single execution pulse to trigger a series of events in order.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_SequenceExecution.h

Editor Properties: (see get_editor_property/set_editor_property)

  • a (ControlRigExecuteContext): [Read-Write] A: The execution result A

  • b (ControlRigExecuteContext): [Read-Write] B: The execution result B

  • c (ControlRigExecuteContext): [Read-Write] C: The execution result C

  • d (ControlRigExecuteContext): [Read-Write] D: The execution result D

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: The execution input

property a: ControlRigExecuteContext

[Read-Only] A: The execution result A

Type:

(ControlRigExecuteContext)

property b: ControlRigExecuteContext

[Read-Only] B: The execution result B

Type:

(ControlRigExecuteContext)

property c: ControlRigExecuteContext

[Read-Only] C: The execution result C

Type:

(ControlRigExecuteContext)

property d: ControlRigExecuteContext

[Read-Only] D: The execution result D

Type:

(ControlRigExecuteContext)

property execute_context: ControlRigExecuteContext

[Read-Write] Execute Context: The execution input

Type:

(ControlRigExecuteContext)