Is it possible to turn off AutoCompile in ControlRigEditor programatically ?

Hi.
In the ControlRigEditor when creating rigs programmatically (python/c++) having AutoCompile on during execution slows it down by a lot and i need to turn on suppress-errors as during reconnecting of entry/return nodes within created functions would result in errors (tho at least i can suppress error-messages from python during execution). But it should be possible to turn off that AutoCompile button/state.
So far i came up empty searching for a way to do it. None of the exposed python classes seem to have something that allows to do it. And trying to do it via Python using unreal.ToolMenus/ToolMenu/ToolMenuEntry classes doesn’t seem to allow me to get hold of that button so i could execute its delegate which switches it. Via C++ i wasn’t able to get the button/delegate via ToolbarExtenders either. But i am still quite new to Unreal and hope that someone with experience could tell me how to do it.
Thanks in advance.

Best regards,
Ireneus

It can be done with the ControlRigBlueprint.set_auto_vm_recompile( bool).
Tho i tried that in the beginning it didn’t work for some reason. I messed something up back then it seems as it is working fine now.

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