unreal.RigUnit_HierarchyAddControlFloat
¶
- class unreal.RigUnit_HierarchyAddControlFloat(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, offset_transform: Transform = Ellipsis, initial_value: float = 0.0, settings: RigUnit_HierarchyAddControlFloat_Settings = Ellipsis)¶
Bases:
RigUnit_HierarchyAddControlElement
Adds a new control 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
(float): [Read-Write] * The initial value of the new controlitem
(RigElementKey): [Read-Write] * The resulting itemname
(Name): [Read-Write] * The name of the new element to addoffset_transform
(Transform): [Read-Write] * The offset transform of the new controlparent
(RigElementKey): [Read-Write] * The parent of the new element to addsettings
(RigUnit_HierarchyAddControlFloat_Settings): [Read-Write] * The settings for the control
- property settings: RigUnit_HierarchyAddControlFloat_Settings¶
[Read-Write] * The settings for the control