unreal.RigUnit_SequenceExecution
¶
- class unreal.RigUnit_SequenceExecution(execute_context: ControlRigExecuteContext = [], a: ControlRigExecuteContext = [], b: ControlRigExecuteContext = [], c: ControlRigExecuteContext = [], d: ControlRigExecuteContext = [])¶
Bases:
RigUnit
Allows for a single execution pulse to trigger a series of events in order.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_SequenceExecution.h
Editor Properties: (see get_editor_property/set_editor_property)
a
(ControlRigExecuteContext): [Read-Write] A: The execution result Ab
(ControlRigExecuteContext): [Read-Write] B: The execution result Bc
(ControlRigExecuteContext): [Read-Write] C: The execution result Cd
(ControlRigExecuteContext): [Read-Write] D: The execution result Dexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: The execution input
- property a: ControlRigExecuteContext¶
[Read-Only] A: The execution result A
- Type:
- property b: ControlRigExecuteContext¶
[Read-Only] B: The execution result B
- Type:
- property c: ControlRigExecuteContext¶
[Read-Only] C: The execution result C
- Type:
- property d: ControlRigExecuteContext¶
[Read-Only] D: The execution result D
- Type:
- property execute_context: ControlRigExecuteContext¶
[Read-Write] Execute Context: The execution input
- Type: