unreal.RigUnit_IsInteracting
¶
- class unreal.RigUnit_IsInteracting(is_interacting: bool = False, is_translating: bool = False, is_rotating: bool = False, is_scaling: bool = False, items: Array[RigElementKey] = [])¶
Bases:
RigUnit
Returns true if the Control Rig is being interacted
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_IsInteracting.h
Editor Properties: (see get_editor_property/set_editor_property)
is_interacting
(bool): [Read-Write] Is Interacting: True if there is currently an interaction happeningis_rotating
(bool): [Read-Write] Is Rotating: True if the current interaction is a rotationis_scaling
(bool): [Read-Write] Is Scaling: True if the current interaction is scalingis_translating
(bool): [Read-Write] Is Translating: True if the current interaction is a translationitems
(Array[RigElementKey]): [Read-Write] Items: The items being interacted on
- property is_interacting: bool¶
[Read-Only] Is Interacting: True if there is currently an interaction happening
- Type:
(bool)
- property is_rotating: bool¶
[Read-Only] Is Rotating: True if the current interaction is a rotation
- Type:
(bool)
- property is_scaling: bool¶
[Read-Only] Is Scaling: True if the current interaction is scaling
- Type:
(bool)
- property is_translating: bool¶
[Read-Only] Is Translating: True if the current interaction is a translation
- Type:
(bool)
- property items: Array[RigElementKey]¶
[Read-Only] Items: The items being interacted on
- Type: