unreal.RigUnit_HierarchyAddAnimationChannelFloat
¶
- class unreal.RigUnit_HierarchyAddAnimationChannelFloat(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, initial_value: float = 0.0, minimum_value: float = 0.0, maximum_value: float = 0.0)¶
Bases:
RigUnit_HierarchyAddElement
Adds a new animation channel to the hierarchy Note: This node only runs as part of the construction event.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_DynamicHierarchy.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togetherinitial_value
(float): [Read-Write] Initial Value: * The initial value of the new animation channelitem
(RigElementKey): [Read-Write] Item: * The resulting itemmaximum_value
(float): [Read-Write] Maximum Value: * The maximum value for the animation channelminimum_value
(float): [Read-Write] Minimum Value: * The initial value of the new animation channelname
(Name): [Read-Write] Name: * The name of the new element to addparent
(RigElementKey): [Read-Write] Parent: * The parent of the new element to add
- property initial_value: float¶
[Read-Write] Initial Value: * The initial value of the new animation channel
- Type:
(float)