class unreal.ControlRigBlueprint(outer=None, name='None')?

Bases: unreal.Blueprint

Control Rig Blueprint

C++ Source:

  • Plugin: ControlRig
  • Module: ControlRigDeveloper
  • File: ControlRigBlueprint.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blueprint_category (str): [Read-Write] The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows
  • blueprint_description (str): [Read-Write] Shows up in the content browser tooltip when the blueprint is hovered
  • blueprint_display_name (str): [Read-Write] Overrides the BP’s display name in the editor UI
  • compile_mode (BlueprintCompileMode): [Read-Write] The mode that will be used when compiling this class.
  • controller (RigVMController): [Read-Write] Controller
  • deprecate (bool): [Read-Write] Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag
  • draw_container (ControlRigDrawContainer): [Read-Write] Draw Container
  • generate_abstract_class (bool): [Read-Write] Whether or not this blueprint’s class is a abstract class or not. Should set CLASS_Abstract in the KismetCompiler.
  • generate_const_class (bool): [Read-Write] Whether or not this blueprint’s class is a const class or not. Should set CLASS_Const in the KismetCompiler.
  • gizmo_library (ControlRigGizmoLibrary): [Read-Write] Gizmo Library
  • hide_categories (Array(str)): [Read-Write] Additional HideCategories. These are added to HideCategories from parent.
  • model (RigVMGraph): [Read-Write] Model
  • run_construction_script_in_sequencer (bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor in sequencer
  • run_construction_script_on_drag (bool): [Read-Write] whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete
  • statistics (RigVMStatistics): [Read-Only] Statistics
  • thumbnail_info (ThumbnailInfo): [Read-Only] Information for thumbnail rendering
  • vm_compile_settings (RigVMCompileSettings): [Read-Write] VMCompile Settings

(RigVMController) – [Read-Only] Controller

classmethod get_available_rig_units() -> Array(Struct)?

Get Available Rig Units

Return type:Array(Struct)
classmethod get_currently_open_rig_blueprints() -> Array(ControlRigBlueprint)?

Get Currently Open Rig Blueprints

Return type:Array(ControlRigBlueprint)
get_hierarchy_modifier() → ControlRigHierarchyModifier?

Get Hierarchy Modifier

Return type:ControlRigHierarchyModifier
get_preview_mesh() → SkeletalMesh?

Get Preview Mesh

Return type:SkeletalMesh

(RigVMGraph) – [Read-Only] Model

recompile_vm() → None?

Recompile VM

recompile_vm_if_required() → None?

Recompile VMIf Required

request_auto_vm_recompilation() → None?

Request Auto VMRecompilation

request_control_rig_init() → None?

Request Control Rig Init

set_preview_mesh(preview_mesh, mark_as_dirty=True) → None?

IInterface_PreviewMeshProvider interface


(RigVMCompileSettings) – [Read-Write] VMCompile Settings