unreal.RigUnit_UserDefinedEvent

class unreal.RigUnit_UserDefinedEvent(execute_context: ControlRigExecuteContext = [], event_name: Name = 'None')

Bases: RigUnit

User Defined Event for running custom logic

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_UserDefinedEvent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • event_name (Name): [Read-Only] Event Name: True if the current interaction is a rotation

  • execute_context (ControlRigExecuteContext): [Read-Write] Execute Context: The execution result

property event_name: Name

[Read-Only] Event Name: True if the current interaction is a rotation

Type:

(Name)

property execute_context: ControlRigExecuteContext

[Read-Only] Execute Context: The execution result

Type:

(ControlRigExecuteContext)