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: RigUnitMutable

Allows 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 together

  • found (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 within

  • path (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)

property name_space: str

[Read-Write] The name space of the user data to look the shape library up within

Type:

(str)

property path: str

[Read-Write] The path within the user data for the shape library

Type:

(str)