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A component that can be used to create recordings of training data for imitation learning.
| Name | ULearningAgentsRecorder |
| Type | class |
| Header File | /Engine/Plugins/Experimental/LearningAgents/Source/LearningAgentsTraining/Public/LearningAgentsRecorder.h |
| Include Path | #include "LearningAgentsRecorder.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Blueprintable, Meta=(BlueprintSpawnableComponent))
class ULearningAgentsRecorder : public ULearningAgentsManagerListener
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULearningAgentsManagerListener → ULearningAgentsRecorder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| -- Setup -- | LearningAgentsRecorder.h | ||
ULearningAgentsRecorder
(
FVTableHelper& Helper |
LearningAgentsRecorder.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~ULearningAgentsRecorder() |
LearningAgentsRecorder.h |
Structs
| Name | Remarks |
|---|---|
| FAgentRecordBuffer | Basic structure used to buffer the observations and actions of each agent. |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsRecording | bool | True if recording is currently in-progress. Otherwise, false. | LearningAgentsRecorder.h |
|
| Interactor | TObjectPtr< ULearningAgentsInteractor > | --Private Data -- | LearningAgentsRecorder.h |
|
| RecordBuffers | TArray< FAgentRecordBuffer, TInlineAllocator< 32 > > | Array of recording buffers for each agent | LearningAgentsRecorder.h | |
| Recording | TObjectPtr< ULearningAgentsRecording > | The current recording object. | LearningAgentsRecorder.h |
|
| RecordingDirectory | FString | --Private Data -- | LearningAgentsRecorder.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddExperience () |
While recording, adds the current buffered observations and actions of the added agents to the internal buffer. | LearningAgentsRecorder.h |
|
virtual void BeginDestroy() |
Will automatically call EndRecording if recording is still in-progress when the object is destroyed. | LearningAgentsRecorder.h | |
void BeginRecording () |
-- Recording Process -- | LearningAgentsRecorder.h |
|
void EndRecording() |
Ends the recording of the observations and actions of each agent and stores them in the current recording object. | LearningAgentsRecorder.h |
|
void EndRecordingAndDiscard() |
Ends the recording of the observations and actions of each agent and discards them. | LearningAgentsRecorder.h |
|
const ULearningAgentsRecording * GetRecordingAsset() |
Gets the current recording object. Note: this may be empty until EndRecording has been called. | LearningAgentsRecorder.h |
|
bool IsRecording() |
Returns true if recording is active; Otherwise, false. | LearningAgentsRecorder.h |
|
virtual void OnAgentsRemoved_Implementation
(
const TArray< int32 >& AgentIds |
LearningAgentsRecorder.h | ||
virtual void OnAgentsReset_Implementation
(
const TArray< int32 >& AgentIds |
LearningAgentsRecorder.h | ||
void SetupRecorder
(
ULearningAgentsManager*& InManager, |
Initializes this object and runs the setup functions for the underlying data storage. | LearningAgentsRecorder.h |
|
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULearningAgentsInteractor * GetInteractor() |
LearningAgentsRecorder.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static ULearningAgentsRecorder * MakeRecorder
(
ULearningAgentsManager*& InManager, |
Constructs this object and runs the setup functions for the underlying data storage. | LearningAgentsRecorder.h |
|