unreal.ControlRigBlueprint
¶
- class unreal.ControlRigBlueprint(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
RigVMBlueprint
Control Rig Blueprint
C++ Source:
Plugin: ControlRig
Module: ControlRigDeveloper
File: ControlRigBlueprint.h
Editor Properties: (see get_editor_property/set_editor_property)
blueprint_category
(str): [Read-Write] The category of the Blueprint, used to organize this Blueprint class when displayed in palette windowsblueprint_description
(str): [Read-Write] Shows up in the content browser tooltip when the blueprint is hoveredblueprint_display_name
(str): [Read-Write] Overrides the BP’s display name in the editor UIblueprint_namespace
(str): [Read-Write] The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu)compile_mode
(BlueprintCompileMode): [Read-Write] The mode that will be used when compiling this class.deprecate
(bool): [Read-Write] Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flagdraw_container
(RigVMDrawContainer): [Read-Write]generate_abstract_class
(bool): [Read-Write] Whether or not this blueprint’s class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.generate_const_class
(bool): [Read-Write] Whether or not this blueprint’s class is a const class or not. Should set CLASS_Const in the KismetCompiler.hide_categories
(Array[str]): [Read-Write] Additional HideCategories. These are added to HideCategories from parent.hierarchy
(RigHierarchy): [Read-Write]hierarchy_settings
(RigHierarchySettings): [Read-Write]influences
(RigInfluenceMapPerEvent): [Read-Write]python_log_settings
(RigVMPythonSettings): [Read-Write]rig_graph_display_settings
(RigVMEdGraphDisplaySettings): [Read-Write]run_construction_script_in_sequencer
(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor in sequencerrun_construction_script_on_drag
(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is completeshape_libraries
(Array[ControlRigShapeLibrary]): [Read-Write]should_cook_property_guids_value
(ShouldCookBlueprintPropertyGuids): [Read-Write] Whether to include the property GUIDs for the generated class in a cooked build. note: This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.thumbnail_info
(ThumbnailInfo): [Read-Only] Information for thumbnail renderingvm_compile_settings
(RigVMCompileSettings): [Read-Write]vm_runtime_settings
(RigVMRuntimeSettings): [Read-Write]
- create_control_rig() ControlRig ¶
Create Control Rig
- Return type:
- classmethod get_currently_open_rig_blueprints() Array[ControlRigBlueprint] ¶
Get Currently Open Rig Blueprints
- Return type:
- get_hierarchy_controller() RigHierarchyController ¶
Get Hierarchy Controller
- Return type:
- get_preview_mesh() SkeletalMesh ¶
Get Preview Mesh
- Return type:
- property hierarchy: RigHierarchy¶
[Read-Only]
- Type:
- set_preview_mesh(preview_mesh, mark_as_dirty=True) None ¶
IInterface_PreviewMeshProvider interface
- Parameters:
preview_mesh (SkeletalMesh) –
mark_as_dirty (bool) –