unreal.ControlRigBlueprintFactory?

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

Bases: unreal.Factory

Control Rig Blueprint Factory

C++ Source:

  • Plugin: ControlRig
  • Module: ControlRigEditor
  • File: ControlRigBlueprintFactory.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_import_task (AssetImportTask): [Read-Write] Task for importing file via script interfaces
  • automated_import_data (AutomatedAssetImportData): [Read-Write] Data for how to import files via the automated command line importing interface
  • context_class (type(Class)): [Read-Write] Class of the context object used to help create the object.
  • create_new (bool): [Read-Write] The default value to return from CanCreateNew()
  • edit_after_new (bool): [Read-Write] true if the associated editor should be opened after creating a new object.
  • editor_import (bool): [Read-Write] true if the factory imports objects from files.
  • formats (Array(str)): [Read-Write] List of formats supported by the factory. Each entry is of the form “ext;Description” where ext is the file extension.
  • parent_class (type(Class)): [Read-Write] The parent class of the created blueprint
  • supported_class (type(Class)): [Read-Write] The class manufactured by this factory.
  • text (bool): [Read-Write] true if the factory imports objects from text.
classmethod create_control_rig_from_skeletal_mesh_or_skeleton(selected_object) → ControlRigBlueprint?

Create a new control rig asset within the contents space of the project based on a skeletal mesh or skeleton object.

Parameters:selected_object (Object) –
Returns:
Return type:ControlRigBlueprint
classmethod create_new_control_rig_asset(desired_package_path) → ControlRigBlueprint?

Create a new control rig asset within the contents space of the project.

Parameters:desired_package_path (str) – The package path to use for the control rig asset
Returns:
Return type:ControlRigBlueprint