unreal.ControlRigBlueprintFactory
¶
- class unreal.ControlRigBlueprintFactory(outer: Optional[Object] = None, name: Union[Name, str] = 'None')¶
Bases:
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] Asset Import Task: Task for importing file via script interfacesautomated_import_data
(AutomatedAssetImportData): [Read-Write] Automated Import Data: Data for how to import files via the automated command line importing interfacecontext_class
(type(Class)): [Read-Write] Context Class: Class of the context object used to help create the object.create_new
(bool): [Read-Write] Create New: The default value to return from CanCreateNew()edit_after_new
(bool): [Read-Write] Edit After New: true if the associated editor should be opened after creating a new object.editor_import
(bool): [Read-Write] Editor Import: true if the factory imports objects from files.formats
(Array[str]): [Read-Write] Formats: 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] Parent Class: The parent class of the created blueprintsupported_class
(type(Class)): [Read-Write] Supported Class: The class manufactured by this factory.text
(bool): [Read-Write] Text: 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) –
- 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
- Return type: