unreal.ScriptingCommandInfo¶
- class unreal.ScriptingCommandInfo(context_name='None', set='None', name='None', label='', description='', input_chord=[[], False, False, False, False])¶
Bases:
unreal.StructBaseThe data defining a scripting command. At the exception of its delegates.
C++ Source:
Plugin: SlateScripting
Module: SlateScriptingCommands
File: UICommandsScriptingSubsystem.h
Editor Properties: (see get_editor_property/set_editor_property)
context_name(Name): [Read-Write] Context Name: The editor context this command is bound todescription(Text): [Read-Write] Description: The description of the commandinput_chord(InputChord): [Read-Write] Input Chord: The input chord to bound to the commandlabel(Text): [Read-Write] Label: The command label or what name will be displayed for itname(Name): [Read-Write] Name: The command name. Must be unique in its set.set(Name): [Read-Write] Set: The command set this command belongs to. This is to avoid conflicts and could refer to the owner of the command
- property context_name¶
[Read-Write] Context Name: The editor context this command is bound to
- Type
(Name)
- property input_chord¶
[Read-Write] Input Chord: The input chord to bound to the command
- Type