unreal.ControlRigBlueprintFactory
¶
- class unreal.ControlRigBlueprintFactory(outer=None, name='None')¶
Bases:
unreal.Factory
Control Rig Blueprint Factory
C++ Source:
Plugin: ControlRig
Module: ControlRigEditor
File: ControlRigBlueprintFactory.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_import_task
(AssetImportTask): [Read-Write] Task for importing file via script interfacesautomated_import_data
(AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interfacecontext_class
(type(Class)): [Read-Write] Class of the context object used to help create the object.create_new
(bool): [Read-Write] The default value to return from CanCreateNew()edit_after_new
(bool): [Read-Write] true if the associated editor should be opened after creating a new object.editor_import
(bool): [Read-Write] true if the factory imports objects from files.formats
(Array(str)): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.parent_class
(type(Class)): [Read-Write] The parent class of the created blueprintsupported_class
(type(Class)): [Read-Write] The class manufactured by this factory.text
(bool): [Read-Write] true if the factory imports objects from text.
- classmethod create_control_rig_from_skeletal_mesh_or_skeleton(selected_object) → ControlRigBlueprint¶
Create a new control rig asset within the contents space of the project based on a skeletal mesh or skeleton object.
- Parameters
selected_object (Object) –
- Returns
- Return type
- classmethod create_new_control_rig_asset(desired_package_path) → ControlRigBlueprint¶
Create a new control rig asset within the contents space of the project.
- Parameters
desired_package_path (str) – The package path to use for the control rig asset
- Returns
- Return type