unreal.RigUnit_SwitchParent
¶
- class unreal.RigUnit_SwitchParent(execute_context: ControlRigExecuteContext = [], mode: RigSwitchParentMode = Ellipsis, child: RigElementKey = Ellipsis, parent: RigElementKey = Ellipsis, maintain_global: bool = False)¶
Bases:
RigUnit_DynamicHierarchyBaseMutable
Switches an element to a new parent.
C++ Source:
Plugin: ControlRig
Module: ControlRig
File: RigUnit_DynamicHierarchy.h
Editor Properties: (see get_editor_property/set_editor_property)
child
(RigElementKey): [Read-Write] Child: The child to switch to a new parentexecute_context
(ControlRigExecuteContext): [Read-Write] Execute Context: * This property is used to chain multiple mutable units togethermaintain_global
(bool): [Read-Write] Maintain Global: If set to true the item will maintain its global transform,otherwise it will maintain local
mode
(RigSwitchParentMode): [Read-Write] Mode: Depending on this the child will switch to the world,back to its default or to the item provided by the Parent pin
parent
(RigElementKey): [Read-Write] Parent: The optional parent to switch to. This is only used if the mode is set to ‘Parent Item’
- property child: RigElementKey¶
[Read-Write] Child: The child to switch to a new parent
- Type:
- property maintain_global: bool¶
[Read-Write] Maintain Global: If set to true the item will maintain its global transform,
otherwise it will maintain local
- Type:
(bool)
- property mode: RigSwitchParentMode¶
[Read-Write] Mode: Depending on this the child will switch to the world,
back to its default or to the item provided by the Parent pin
- Type:
- property parent: RigElementKey¶
[Read-Write] Parent: The optional parent to switch to. This is only used if the mode is set to ‘Parent Item’
- Type: