unreal.RigUnit_HierarchyGetSiblingsItemArray

class unreal.RigUnit_HierarchyGetSiblingsItemArray(item: RigElementKey = Ellipsis, include_item: bool = False, default_siblings: bool = False, siblings: None = [])

Bases: RigUnit_HierarchyBase

Returns the item’s siblings

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_Hierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • default_siblings (bool): [Read-Write] When true, it will return all siblings, regardless of whether the parent is active or not. When false, will return only the siblings which are influenced by the same parent

  • include_item (bool): [Read-Write] If True the input item will be included in the list of results

  • item (RigElementKey): [Read-Write] The item to find the siblings for

  • siblings (Array[RigElementKey]): [Read-Write] The resulting array of siblings of the input item

property default_siblings: bool

[Read-Write] When true, it will return all siblings, regardless of whether the parent is active or not. When false, will return only the siblings which are influenced by the same parent

Type:

(bool)

property include_item: bool

[Read-Write] If True the input item will be included in the list of results

Type:

(bool)

property item: RigElementKey

[Read-Write] The item to find the siblings for

Type:

(RigElementKey)

property siblings: None

[Read-Only] The resulting array of siblings of the input item

Type:

(Array[RigElementKey])