unreal.RigUnit_HierarchyGetSiblingsItemArray¶
- class unreal.RigUnit_HierarchyGetSiblingsItemArray(item: RigElementKey = Ellipsis, include_item: bool = False, default_siblings: bool = False, siblings: None = [])¶
Bases:
RigUnit_HierarchyBaseReturns 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 parentinclude_item(bool): [Read-Write] If True the input item will be included in the list of resultsitem(RigElementKey): [Read-Write] The item to find the siblings forsiblings(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: