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 together

  • initial_value (float): [Read-Write] Initial Value: * The initial value of the new animation channel

  • item (RigElementKey): [Read-Write] Item: * The resulting item

  • maximum_value (float): [Read-Write] Maximum Value: * The maximum value for the animation channel

  • minimum_value (float): [Read-Write] Minimum Value: * The initial value of the new animation channel

  • name (Name): [Read-Write] Name: * The name of the new element to add

  • parent (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)

property maximum_value: float

[Read-Write] Maximum Value: * The maximum value for the animation channel

Type:

(float)

property minimum_value: float

[Read-Write] Minimum Value: * The initial value of the new animation channel

Type:

(float)