unreal.ScriptableInteractiveToolPropertySet

class unreal.ScriptableInteractiveToolPropertySet(outer: Object | None = None, name: Name | str = 'None')

Bases: InteractiveToolPropertySet

UScriptableInteractiveToolPropertySet is a Blueprintable extension of UInteractiveToolPropertySet. This is a helper type meant to be used with UScriptableInteractiveTool. The intention is that the “Settings” of a particular Tool are stored in UScriptableInteractiveToolPropertySet (“Property Set”) instances. The function UScriptableInteractiveTool::AddPropertySetOfType can be used to create and attach a new Property Set. Then these settings can be automatically exposed by, for example, the Editor Mode UI, similar to (eg) Modeling Mode in the UE Editor.

In addition, UScriptableInteractiveTool has a set of functions like WatchFloatProperty, WatchBoolProperty, etc, that can be used to detect and respond to changes in the Property Set. This works with both changes caused by Editor UI (eg a Details Panel) as well as done directly in Blueprints or even C++ code.

Note, however, that this Property Set mechanism completely optional, a Tool builder is free to use any method whatsoever to store/modify Tool settings.

C++ Source:

  • Plugin: ScriptableToolsFramework

  • Module: ScriptableToolsFramework

  • File: ScriptableInteractiveTool.h

get_owning_tool() -> (ScriptableInteractiveTool, outcome=ToolsFrameworkOutcomePins)

Access the Tool that owns this PropertySet

Returns:

outcome (ToolsFrameworkOutcomePins):

Return type:

ToolsFrameworkOutcomePins