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 happening

  • is_rotating (bool): [Read-Write] Is Rotating: True if the current interaction is a rotation

  • is_scaling (bool): [Read-Write] Is Scaling: True if the current interaction is scaling

  • is_translating (bool): [Read-Write] Is Translating: True if the current interaction is a translation

  • items (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:

(Array[RigElementKey])