unreal.RigUnit_HierarchyAddAnimationChannelInteger
¶
- class unreal.RigUnit_HierarchyAddAnimationChannelInteger(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, initial_value: int = 0, minimum_value: int = 0, maximum_value: int = 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] * This property is used to chain multiple mutable units togetherinitial_value
(int32): [Read-Write] * The initial value of the new animation channelitem
(RigElementKey): [Read-Write] * The resulting itemmaximum_value
(int32): [Read-Write] * The maximum value for the animation channelminimum_value
(int32): [Read-Write] * The initial value of the new animation channelname
(Name): [Read-Write] * The name of the new element to addparent
(RigElementKey): [Read-Write] * The parent of the new element to add
- property initial_value: int¶
[Read-Write] * The initial value of the new animation channel
- Type:
(int32)