unreal.ScriptingCommandInfo

class unreal.ScriptingCommandInfo(context_name: Name = 'None', set: Name = 'None', name: Name = 'None', label: Text = '', description: Text = '', input_chord: InputChord = Ellipsis)

Bases: StructBase

The 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 to

  • description (Text): [Read-Write] The description of the command

  • input_chord (InputChord): [Read-Write] The input chord to bound to the command

  • label (Text): [Read-Write] The command label or what name will be displayed for it

  • name (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 context_name: Name

[Read-Write] The editor context this command is bound to

Type:

(Name)

property description: Text

[Read-Write] The description of the command

Type:

(Text)

property input_chord: InputChord

[Read-Write] The input chord to bound to the command

Type:

(InputChord)

property label: Text

[Read-Write] The command label or what name will be displayed for it

Type:

(Text)

property name: Name

[Read-Write] The command name. Must be unique in its set.

Type:

(Name)

property 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

Type:

(Name)