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 rotationexecute_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: