unreal.RigUnit_HierarchyAddControlInteger

class unreal.RigUnit_HierarchyAddControlInteger(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, offset_transform: Transform = Ellipsis, initial_value: int = 0, settings: RigUnit_HierarchyAddControlInteger_Settings = Ellipsis)

Bases: RigUnit_HierarchyAddElement

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] Execute Context: * This property is used to chain multiple mutable units together

  • initial_value (int32): [Read-Write] Initial Value: * The initial value of the new control

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

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

  • offset_transform (Transform): [Read-Write] Offset Transform: * The offset transform of the new control

  • parent (RigElementKey): [Read-Write] Parent: * The parent of the new element to add

  • settings (RigUnit_HierarchyAddControlInteger_Settings): [Read-Write] Settings: * The settings for the control

property initial_value: int

[Read-Write] Initial Value: * The initial value of the new control

Type:

(int32)

property offset_transform: Transform

[Read-Write] Offset Transform: * The offset transform of the new control

Type:

(Transform)

property settings: RigUnit_HierarchyAddControlInteger_Settings

[Read-Write] Settings: * The settings for the control

Type:

(RigUnit_HierarchyAddControlInteger_Settings)