unreal.RigUnit_SetupShapeLibraryFromLayer

class unreal.RigUnit_SetupShapeLibraryFromLayer(execute_pin: RigVMExecutePin = [], layer_name: Name = 'None', group_names: None = [])

Bases: RigUnit_DynamicHierarchyBaseMutable

FRigUnit_SetupShapeLibraryFromLayer reads a polygroup triangle label layer from the source skeletal mesh, generates per-polygroup sub-meshes and registers a UControlRigShapeLibrary out of it.

C++ Source:

  • Plugin: DirectMeshControl

  • Module: DirectMeshControlRig

  • File: RigUnit_DirectMeshControl.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

  • group_names (Array[Name]): [Read-Write] The extracted groups

  • layer_name (Name): [Read-Write] The layer to extract

property group_names: None

[Read-Only] The extracted groups

Type:

(Array[Name])

property layer_name: Name

[Read-Write] The layer to extract

Type:

(Name)