unreal.RigVMBlueprint¶
- class unreal.RigVMBlueprint(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintRig VMBlueprint
C++ Source:
Plugin: RigVM
Module: RigVMDeveloper
File: RigVMBlueprintLegacy.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_variant(RigVMVariant): [Read-Write] Variant information about this assetblueprint_category(str): [Read-Write] The category of the Blueprint, used to organize this Blueprint class when displayed in palette windowsblueprint_description(str): [Read-Write] Shows up in the content browser tooltip when the blueprint is hoveredblueprint_display_name(str): [Read-Write] Overrides the BP’s display name in the editor UIblueprint_namespace(str): [Read-Write] The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu)compile_mode(BlueprintCompileMode): [Read-Write] The mode that will be used when compiling this class.deprecate(bool): [Read-Write] Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flaggenerate_abstract_class(bool): [Read-Write] Whether or not this blueprint’s class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.generate_const_class(bool): [Read-Write] Whether or not this blueprint’s class is a const class or not. Should set CLASS_Const in the KismetCompiler.hide_categories(Array[str]): [Read-Write] Additional HideCategories. These are added to HideCategories from parent.python_log_settings(RigVMPythonSettings): [Read-Write]rig_graph_display_settings(RigVMEdGraphDisplaySettings): [Read-Write]run_construction_script_in_sequencer(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor in sequencerrun_construction_script_on_drag(bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is completeshould_cook_property_guids_value(ShouldCookBlueprintPropertyGuids): [Read-Write] Whether to include the property GUIDs for the generated class in a cooked build. note: This option may slightly increase memory usage in a cooked build, but can avoid needing to add CoreRedirect data for Blueprint classes stored within SaveGame archives.thumbnail_info(ThumbnailInfo): [Read-Only] Information for thumbnail renderingvm_compile_settings(RigVMCompileSettings): [Read-Write]vm_runtime_settings(RigVMRuntimeSettings): [Read-Write]
- add_member_variable(name, cpp_type, is_public=False, is_read_only=False, default_value='') Name¶
Add Member Variable
- add_model(name='Rig Graph', setup_undo_redo=True, print_python_command=True) RigVMGraph¶
Add Model
- Parameters:
- Return type:
- change_member_variable_type(name, cpp_type, is_public=False, is_read_only=False, default_value='') bool¶
Change Member Variable Type
- get_all_models() Array[RigVMGraph]¶
Get All Models
- Return type:
- get_asset_variant() RigVMVariant¶
Get Asset Variant BP
- Return type:
- get_asset_variant_ref() RigVMVariantRef¶
Get Asset Variant Ref
- Return type:
- get_controller(graph=None) RigVMController¶
Get Controller
- Parameters:
graph (RigVMGraph)
- Return type:
- get_controller_by_name(graph_name='') RigVMController¶
Get Controller by Name
- Parameters:
graph_name (str)
- Return type:
- get_default_model() RigVMGraph¶
Get Default Model
- Return type:
- get_focused_model() RigVMGraph¶
Get Focused Model
- Return type:
- get_local_function_library() RigVMFunctionLibrary¶
Get Local Function Library
- Return type:
- get_matching_variants() Array[RigVMVariantRef]¶
Get Matching Variants
- Return type:
- get_member_variables() Array[RigVMGraphVariableDescription]¶
Get Member Variables
- Return type:
- get_model(ed_graph=None) RigVMGraph¶
Get Model
- Parameters:
ed_graph (EdGraph)
- Return type:
- get_or_create_controller(graph=None) RigVMController¶
Get or Create Controller
- Parameters:
graph (RigVMGraph)
- Return type:
- get_or_create_local_function_library(setup_undo_redo=True) RigVMFunctionLibrary¶
Get or Create Local Function Library
- Parameters:
setup_undo_redo (bool)
- Return type:
- split_asset_variant() bool¶
Resets the asset’s guid to a new one and splits it from the former variant set
- Return type:
- property vm_compile_settings: RigVMCompileSettings¶
[Read-Write]
- Type: