unreal.ControlRig

class unreal.ControlRig(outer: Object | None = None, name: Name | str = 'None')

Bases: RigVMHost

Runs logic for mapping input data to transforms (the “Rig”)

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: ControlRig.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the asset

  • interaction_rig (ControlRig): [Read-Write]

  • interaction_rig_class (type(Class)): [Read-Write]

  • on_control_selected_bp (OnControlSelectedBP): [Read-Write]

clear_control_selection() bool

Clear Control Selection

Return type:

bool

create_transformable_control_handle(outer, control_name) TransformableControlHandle
Creates a transformable control handle for the specified control to be used by the constraints system. Should use the UObject from

ConstraintsScriptingLibrary::GetManager(UWorld* InWorld)

Parameters:
Return type:

TransformableControlHandle

current_control_selection() Array[Name]

Current Control Selection

Return type:

Array[Name]

classmethod find_control_rigs(outer, optional_class) Array[ControlRig]

Find Control Rigs

Parameters:
Return type:

Array[ControlRig]

get_hierarchy() RigHierarchy

Get Hierarchy

Return type:

RigHierarchy

get_hosting_actor() Actor

Find the actor the rig is bound to, if any

Return type:

Actor

property interaction_rig: ControlRig

[Read-Write]

Type:

(ControlRig)

property interaction_rig_class: Class

[Read-Write]

Type:

(type(Class))

is_control_selected(control_name) bool

Is Control Selected

Parameters:

control_name (Name) –

Return type:

bool

property on_control_selected_bp: OnControlSelectedBP

[Read-Write]

Type:

(OnControlSelectedBP)

request_construction() None

Requests to perform construction during the next execution

select_control(control_name, select=True) None

Select Control

Parameters:
  • control_name (Name) –

  • select (bool) –