Navigation
| Name | MLAdapter |
| Type | Plugin |
| Part of Plugins | ML Adapter |
| Location | /Engine/Plugins/AI/MLAdapter/Source/MLAdapter/ |
| Module Build Rules | MLAdapter.Build.cs |
Classes
| Name | Remarks |
|---|---|
| server | Mock server |
| UMLAdapterActuator | Allows an agent to take an action in the game world. |
| UMLAdapterActuator_Camera | Allows an agent to rotate the camera. |
| UMLAdapterActuator_EnhancedInput | Allows an agent to simulate player input via the UEnhancedPlayerInput subsystem. |
| UMLAdapterActuator_InputKey | Allows an agent to directly inject key presses into its avatar's input component. |
| UMLAdapterAgent | An agent capable of controlling a single avatar (e.g. a Pawn or Controller). |
| UMLAdapterAgent_Inference | Inference agents have a neural network that can process senses and output actuations via their Think method. |
| UMLAdapterAgentElement | An agent element is any object that can be attached to an agent. |
| UMLAdapterLocalDataCollectionSession | Collects data from agents' sensors and writes them to a file for offline processing. |
| UMLAdapterManager | The manager of the MLAdapter system. |
| UMLAdapterNoRPCManager | UMLAdapterNoRPCManager won't start the RPC server and will immediately start a session and spawn the default agent. |
| UMLAdapterSensor | Allows an agent to sense information about the game world or itself. |
| UMLAdapterSensor_AIPerception | When applied to a player controller will create an AIPerception component for that player and plug it into the AIPerceptionSystem. |
| UMLAdapterSensor_Attribute | |
| UMLAdapterSensor_Camera | Observing player's camera |
| UMLAdapterSensor_EnhancedInput | |
| UMLAdapterSensor_Input | Note that this sensor doesn't buffer input state between GetObservations call |
| UMLAdapterSensor_Movement | Allows an agent to sense its avatar's location and velocity. |
| UMLAdapterSession | Container for agents that exist in the world. Ticks the agents. Finds avatars for the agents. |
| UMLAdapterSettings | Implements the settings for the MLAdapter plugin. |
Structs
| Name | Remarks |
|---|---|
| FAgentElementSort | |
| FMLAdapterAgentConfig | A serializable config for an agent. Used in the external API to define agents. |
| FMLAdapterDescription | |
| FMLAdapterLibrarian | The FMLAdapterLibrarian discovers all classes that derived from UMLAdapterAgent, UMLAdapterSensor, or UMLAdapterActuator. |
| FMLAdapterMemoryReader | |
| FMLAdapterMemoryWriter | |
| FMLAdapterParameterMap | Provides a serializable mapping from parameter name to value that is used to configure sensors & actuators. |
| FMLAdapterSpaceDescription | |
| FSpace | Defines the numerical space of a sensor, actuator, or agent. Similar to OpenAI Gym's spaces. |
| FSpace_Box | A continuous space that contains a number of ranges defined by the shape, whose values will fall inside the Low to High range. |
| FSpace_Discrete | A discrete space contains a countable number of values. |
| FSpace_Dummy | A placeholder shape - typically returned in invalid scenarios. |
| FSpace_MultiDiscrete | Multiple options, each with separate discrete range |
| FSpace_Tuple | Container for multiple subspaces. |
| FSpaceSerializeGuard | |
| IJsonable |
Interfaces
| Name | Remarks |
|---|---|
| IMLAdapterModule | The public interface to this module. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FAgentID | uint32 | MLAdapterTypes.h | |
| FRPCServer | rpc::server | MLAdapterTypes.h |
Enums
Public
| Name | Remarks |
|---|---|
| EMLAdapterServerMode | |
| EMLAdapterSimState | |
| EMLAdapterSpaceType | |
| EMLAdapterTickPolicy | Controls the frequency that a sensor should tick at. |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FMLAdapter::InvalidActuatorID | const uint32 | MLAdapterTypes.h | |
| FMLAdapter::InvalidAgentID | const FAgentID | MLAdapterTypes.h | |
| FMLAdapter::InvalidSensorID | const uint32 | MLAdapterTypes.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
RetType CallOnGameThread
(
TFunction< RetType()> InFunction |
Sends InFunction to be called on the GameThread and waits for the result | MLAdapterAsync.h | |
void CallOnGameThread
(
TFunction< void()> InFunction |
Fire (InFunction to be called on the GameThread) and forget | MLAdapterAsync.h | |
FString EnumToString
(
const EMLAdapterSpaceType Value |
MLAdapterSpace.h | ||
bool FMLAdapter::JsonStringToStruct
(
const FString& JsonString, |
MLAdapterJson.h | ||
T * FMLAdapter::NewObject
(
UObject* Outer |
MLAdapter-flavored new object creation. | MLAdapterTypes.h | |
T * FMLAdapter::NewObject
(
UObject* Outer, |
MLAdapterTypes.h | ||
| MLAdapterJson.h | |||
FString FMLAdapter::StructToJsonString
(
const StructType& InStruct |
MLAdapterJson.h | ||
TArray< T > FMLAdapter::VectorToArray
(
const std::vector< T > InVector |
RPCWrapper/MsgPack.h |