unreal.ControlRigReplay¶
- class unreal.ControlRigReplay(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ObjectControl Rig Replay
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: ControlRigReplay.h
Editor Properties: (see get_editor_property/set_editor_property)
control_rig_object_path(SoftObjectPath): [Read-Only]description(Text): [Read-Write]enable_test(bool): [Read-Write]frames_to_skip(Array[int32]): [Read-Write]input_tracks(ControlRigReplayTracks): [Read-Write]output_tracks(ControlRigReplayTracks): [Read-Write]preview_skeletal_mesh_object_path(SoftObjectPath): [Read-Only]tolerance(double): [Read-Write]validate_hierarchy_topology(bool): [Read-Write]validate_metadata(bool): [Read-Write]validate_pose(bool): [Read-Write]validate_variables(bool): [Read-Write]
- property control_rig_object_path: SoftObjectPath¶
[Read-Only]
- Type:
- classmethod create_new_asset(desired_package_path, blueprint_path_name, asset_class) ControlRigReplay¶
Create New Asset
- Parameters:
- Return type:
- get_playback_mode() ControlRigReplayPlaybackMode¶
Get Playback Mode
- Return type:
- property preview_skeletal_mesh_object_path: SoftObjectPath¶
[Read-Only]
- Type:
- set_playback_mode(mode) None¶
Set Playback Mode
- Parameters:
mode (ControlRigReplayPlaybackMode)
- start_recording(control_rig) bool¶
Start Recording
- Parameters:
control_rig (ControlRig)
- Return type:
- start_replay(control_rig, mode=ControlRigReplayPlaybackMode.REPLAY_INPUTS) bool¶
Start Replay
- Parameters:
control_rig (ControlRig)
mode (ControlRigReplayPlaybackMode)
- Return type: