unreal.RigUnit_DebugDrawTrajectory¶
- class unreal.RigUnit_DebugDrawTrajectory(trajectory: TransformTrajectory = Ellipsis, debug_thickness: float = 0.0, debug_offset: float = 0.0, enabled: bool = False, display_velocity: bool = False, execute_context: AnimNextExecuteContext = [])¶
Bases:
RigUnit_AnimNextBaseA debug drawing node to draw a transform trajectory
C++ Source:
Plugin: UAFPoseSearch
Module: UAFPoseSearch
File: RigUnit_DebugDrawTrajectory.h
Editor Properties: (see get_editor_property/set_editor_property)
debug_offset(float): [Read-Write] The transform offset to use for the debug drawingdebug_thickness(float): [Read-Write] The line thickness to use for the debug drawingdisplay_velocity(bool): [Read-Write] Whether to display the velocity of the samples in on screen textenabled(bool): [Read-Write] If False the debug drawing will be skippedexecute_context(AnimNextExecuteContext): [Read-Write] The execution resulttrajectory(TransformTrajectory): [Read-Write] The trajectory to draw
- property debug_offset: float¶
[Read-Write] The transform offset to use for the debug drawing
- Type:
(float)
- property debug_thickness: float¶
[Read-Write] The line thickness to use for the debug drawing
- Type:
(float)
- property display_velocity: bool¶
[Read-Write] Whether to display the velocity of the samples in on screen text
- Type:
(bool)
- property execute_context: AnimNextExecuteContext¶
[Read-Write] The execution result
- Type:
- property trajectory: TransformTrajectory¶
[Read-Write] The trajectory to draw
- Type: