class unreal.MovieSceneControlRigSection(outer=None, name='None')

Bases: unreal.MovieSceneSubSection

Movie scene section that controls animation controller animation

C++ Source:

  • Plugin: ControlRig
  • Module: ControlRig
  • File: MovieSceneControlRigSection.h

Editor Properties: (see get_editor_property/set_editor_property)

  • actor_to_record (Actor): [Read-Write] Target actor to record
  • additive (bool): [Read-Write] Blend this track in additively (using the reference pose as a base)
  • apply_bone_filter (bool): [Read-Write] Only apply bones that are in the filter
  • bone_filter (InputBlendPose): [Read-Write] Per-bone filter to apply to our animation
  • easing (MovieSceneEasingSettings): [Read-Write] Easing
  • eval_options (MovieSceneSectionEvalOptions): [Read-Write] Eval Options
  • is_active (bool): [Read-Write] Toggle whether this section is active/inactive
  • is_locked (bool): [Read-Write] Toggle whether this section is locked/unlocked
  • parameters (MovieSceneSectionParameters): [Read-Write] Parameters
  • post_roll_frames (FrameNumber): [Read-Write] The amount of time to continue ‘postrolling’ this section for after evaluation has ended.
  • pre_roll_frames (FrameNumber): [Read-Write] The amount of time to prepare this section for evaluation before it actually starts.
  • section_range (MovieSceneFrameRange): [Read-Write] The range in which this section is active
  • sub_sequence (MovieSceneSequence): [Read-Write] Movie scene being played by this section. Sequencer: Should this be lazy loaded?:
  • target_path_to_record_to (DirectoryPath): [Read-Write] Target path of sequence to record to
  • target_sequence_name (str): [Read-Write] Target name of sequence to try to record to (will record automatically to another if this already exists)
  • timecode_source (MovieSceneTimecodeSource): [Read-Write] The timecode at which this movie scene section is based (ie. when it was recorded)