unreal.RigUnit_DebugPose

class unreal.RigUnit_DebugPose(debug_draw_settings: RigVMDebugDrawSettings = Ellipsis, execute_pin: RigVMExecutePin = [], pose: RigPose = [], items: None = [], scale: float = 0.0, color: LinearColor = Ellipsis, thickness: float = 0.0, world_offset: Transform = Ellipsis, enabled: bool = False)

Bases: RigVMFunction_DebugBase

Draws vectors on each bone in the viewport across the entire pose

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DebugHierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • color (LinearColor): [Read-Write]

  • debug_draw_settings (RigVMDebugDrawSettings): [Read-Write]

  • enabled (bool): [Read-Write]

  • execute_pin (RigVMExecutePin): [Read-Write]

  • items (Array[RigElementKey]): [Read-Write] the items to draw the pose cache for. if this is empty we’ll draw the whole pose cache

  • pose (RigPose): [Read-Write]

  • scale (float): [Read-Write]

  • thickness (float): [Read-Write]

  • world_offset (Transform): [Read-Write]

property color: LinearColor

[Read-Write]

Type:

(LinearColor)

property enabled: bool

[Read-Write]

Type:

(bool)

property execute_pin: RigVMExecutePin

[Read-Write]

Type:

(RigVMExecutePin)

property items: None

[Read-Write] the items to draw the pose cache for. if this is empty we’ll draw the whole pose cache

Type:

(Array[RigElementKey])

property pose: RigPose

[Read-Write]

Type:

(RigPose)

property scale: float

[Read-Write]

Type:

(float)

property thickness: float

[Read-Write]

Type:

(float)

property world_offset: Transform

[Read-Write]

Type:

(Transform)