unreal.RigUnit_DrawDebugSkeletonFromSkinnedMeshComponent¶
- class unreal.RigUnit_DrawDebugSkeletonFromSkinnedMeshComponent(execute_context: RigVMExecuteContext = [], drawer: DebugDrawer = [], skinned_mesh_component: SkinnedMeshComponent = Ellipsis, color: LinearColor = Ellipsis, depth_test: bool = False, settings: DrawDebugSkeletonSettings = Ellipsis)¶
Bases:
RigUnit_DrawDebugLibraryBaseDraws a skeleton from a skinned mesh component
C++ Source:
Plugin: DrawDebugLibrary
Module: DrawDebugLibrary
File: RigUnit_DrawDebugLibrary.h
Editor Properties: (see get_editor_property/set_editor_property)
color(LinearColor): [Read-Write] Draw Colordepth_test(bool): [Read-Write] If to use depth testing while drawingdrawer(DebugDrawer): [Read-Write] Debug Drawerexecute_context(RigVMExecuteContext): [Read-Write] The execution resultsettings(DrawDebugSkeletonSettings): [Read-Write] Bone Settingsskinned_mesh_component(SkinnedMeshComponent): [Read-Write] Skinned Mesh
- property color: LinearColor¶
[Read-Write] Draw Color
- Type:
- property drawer: DebugDrawer¶
[Read-Write] Debug Drawer
- Type:
- property settings: DrawDebugSkeletonSettings¶
[Read-Write] Bone Settings
- Type:
- property skinned_mesh_component: SkinnedMeshComponent¶
[Read-Write] Skinned Mesh
- Type: