unreal.RigUnit_HierarchyImportFromSkeleton

class unreal.RigUnit_HierarchyImportFromSkeleton(execute_pin: RigVMExecutePin = [], name_space: Name = 'None', include_curves: bool = False, include_mesh_sockets: bool = False, include_virtual_bones: bool = False, items: None = [])

Bases: RigUnit_DynamicHierarchyBaseMutable

Imports all bones (and curves) from the currently assigned skeleton. 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_pin (RigVMExecutePin): [Read-Write] * This property is used to chain multiple mutable units together

  • include_curves (bool): [Read-Write]

  • include_mesh_sockets (bool): [Read-Write]

  • include_virtual_bones (bool): [Read-Write]

  • items (Array[RigElementKey]): [Read-Write]

  • name_space (Name): [Read-Write]

property include_curves: bool

[Read-Write]

Type:

(bool)

property include_mesh_sockets: bool

[Read-Write]

Type:

(bool)

property include_virtual_bones: bool

[Read-Write]

Type:

(bool)

property items: None

[Read-Only]

Type:

(Array[RigElementKey])

property name_space: Name

[Read-Write]

Type:

(Name)