unreal.RigUnit_HierarchyAddControlFloat

class unreal.RigUnit_HierarchyAddControlFloat(execute_context: ControlRigExecuteContext = [], parent: RigElementKey = Ellipsis, name: Name = 'None', item: RigElementKey = Ellipsis, offset_transform: Transform = Ellipsis, offset_space: RigVMTransformSpace = Ellipsis, initial_value: float = 0.0, settings: RigUnit_HierarchyAddControlFloat_Settings = Ellipsis)

Bases: RigUnit_HierarchyAddControlElement

Adds a new control to the hierarchy Note: This node only runs as part of the construction event.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DynamicHierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • execute_context (ControlRigExecuteContext): [Read-Write] * This property is used to chain multiple mutable units together

  • initial_value (float): [Read-Write] * The initial value of the new control

  • item (RigElementKey): [Read-Write] * The resulting item

  • name (Name): [Read-Write] * The name of the new element to add

  • offset_space (RigVMTransformSpace): [Read-Write] * The space the offset is in

  • offset_transform (Transform): [Read-Write] * The offset transform of the new control

  • parent (RigElementKey): [Read-Write] * The parent of the new element to add

  • settings (RigUnit_HierarchyAddControlFloat_Settings): [Read-Write] * The settings for the control

property initial_value: float

[Read-Write] * The initial value of the new control

Type:

(float)

property settings: RigUnit_HierarchyAddControlFloat_Settings

[Read-Write] * The settings for the control

Type:

(RigUnit_HierarchyAddControlFloat_Settings)