unreal.RigUnit_SwitchParent

class unreal.RigUnit_SwitchParent(execute_context: ControlRigExecuteContext = [], mode: RigSwitchParentMode = Ellipsis, child: RigElementKey = Ellipsis, parent: RigElementKey = Ellipsis, maintain_global: bool = False)

Bases: RigUnit_DynamicHierarchyBaseMutable

Switches an element to a new parent.

C++ Source:

  • Plugin: ControlRig

  • Module: ControlRig

  • File: RigUnit_DynamicHierarchy.h

Editor Properties: (see get_editor_property/set_editor_property)

  • child (RigElementKey): [Read-Write] The child to switch to a new parent

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

  • maintain_global (bool): [Read-Write] If set to true the item will maintain its global transform,
    • otherwise it will maintain local

  • mode (RigSwitchParentMode): [Read-Write] Depending on this the child will switch to the world,
    • back to its default or to the item provided by the Parent pin

  • parent (RigElementKey): [Read-Write] The optional parent to switch to. This is only used if the mode is set to ‘Parent Item’

property child: RigElementKey

[Read-Write] The child to switch to a new parent

Type:

(RigElementKey)

property maintain_global: bool

[Read-Write] If set to true the item will maintain its global transform, * otherwise it will maintain local

Type:

(bool)

property mode: RigSwitchParentMode

[Read-Write] Depending on this the child will switch to the world, * back to its default or to the item provided by the Parent pin

Type:

(RigSwitchParentMode)

property parent: RigElementKey

[Read-Write] The optional parent to switch to. This is only used if the mode is set to ‘Parent Item’

Type:

(RigElementKey)