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 togetherinitial_value
(int32): [Read-Write] Initial Value: * The initial value of the new controlitem
(RigElementKey): [Read-Write] Item: * The resulting itemname
(Name): [Read-Write] Name: * The name of the new element to addoffset_transform
(Transform): [Read-Write] Offset Transform: * The offset transform of the new controlparent
(RigElementKey): [Read-Write] Parent: * The parent of the new element to addsettings
(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:
- property settings: RigUnit_HierarchyAddControlInteger_Settings¶
[Read-Write] Settings: * The settings for the control