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 it

  • draw_highlight (bool): [Read-Write] Draw Highlight: Whether to draw an animated highlight around the widget

  • friendly_name (str): [Read-Write] Friendly Name: User friendly name to display in the dialog

  • guid_string (str): [Read-Write] GUIDString: The GUID string

  • outer_name (str): [Read-Write] Outer Name: Name of the outer object - should be the blueprint that ‘owns’ the node

  • tab_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] Type

  • wrapper_identifier (Name): [Read-Write] Wrapper Identifier: If widget is in a wrapper widget, this is the wrapper widget name