unreal.RigUnit_SetupShapeLibraryFromUserData¶
- class unreal.RigUnit_SetupShapeLibraryFromUserData(execute_pin: RigVMExecutePin = [], name_space: str = '', path: str = '', library_name: str = '', log_shape_libraries: bool = False, found: bool = False)¶
Bases:
RigUnitMutableAllows to set / add a shape library on the running control rig from user data
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_UserData.h
Editor Properties: (see get_editor_property/set_editor_property)
execute_pin(RigVMExecutePin): [Read-Write] This property is used to chain multiple mutable units togetherfound(bool): [Read-Write] True if the shape library was found and successfully set.library_name(str): [Read-Write] Optionally provide the namespace of the shape library to use. This is only useful if you have multiple shape libraries and you want to override a specific one.log_shape_libraries(bool): [Read-Write] If this is checked we’ll output the resulting shape libraries to the log for debugging.name_space(str): [Read-Write] The name space of the user data to look the shape library up withinpath(str): [Read-Write] The path within the user data for the shape library
- property found: bool¶
[Read-Only] True if the shape library was found and successfully set.
- Type:
(bool)
- property library_name: str¶
[Read-Write] Optionally provide the namespace of the shape library to use. This is only useful if you have multiple shape libraries and you want to override a specific one.
- Type:
(str)
- property log_shape_libraries: bool¶
[Read-Write] If this is checked we’ll output the resulting shape libraries to the log for debugging.
- Type:
(bool)