unreal.ScriptingCommandInfo¶
- class unreal.ScriptingCommandInfo(context_name: Name = 'None', set: Name = 'None', name: Name = 'None', label: Text = '', description: Text = '', input_chord: InputChord = Ellipsis)¶
Bases:
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] The editor context this command is bound todescription(Text): [Read-Write] The description of the commandinput_chord(InputChord): [Read-Write] The input chord to bound to the commandlabel(Text): [Read-Write] The command label or what name will be displayed for itname(Name): [Read-Write] The command name. Must be unique in its set.set(Name): [Read-Write] The command set this command belongs to. This is to avoid conflicts and could refer to the owner of the command
- property input_chord: InputChord¶
[Read-Write] The input chord to bound to the command
- Type: