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API > API/Plugins > API/Plugins/MLAdapter
The manager of the MLAdapter system. Sets up the RPC server for communication with remote client. Based on settings, creates and ticks the UMLAdapterSession. Tells the UMLAdapterLibrarian to gather its classes. A singleton instance is setup automatically during OnPostEngineInit if this plugin is included.
| Name | UMLAdapterManager |
| Type | class |
| Header File | /Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/Managers/MLAdapterManager.h |
| Include Path | #include "Managers/MLAdapterManager.h" |
Syntax
UCLASS (Transient)
class UMLAdapterManager :
public UObject ,
public FTickableGameObject ,
public FSelfRegisteringExec
Inheritance Hierarchy
- FExec → FSelfRegisteringExec → UMLAdapterManager
- FTickableObjectBase → FTickableGameObject → UMLAdapterManager
- UObjectBase → UObjectBaseUtility → UObject → UMLAdapterManager
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMLAdapterManager
(
const FObjectInitializer& ObjectInitializer |
Managers/MLAdapterManager.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FOnGenericEvent | TMulticastDelegate_NoParams< void > | Managers/MLAdapterManager.h | |
| FOnGenericRPCServerDelegate | TMulticastDelegate_OneParam< void, FRPCServer & > | Managers/MLAdapterManager.h | |
| FRPCFunctionBind | TFunction< void(FRPCServer &)> | Managers/MLAdapterManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ManagerInstance | UMLAdapterManager * | Managers/MLAdapterManager.h | |
| OnPostInit | FOnGenericEvent | Managers/MLAdapterManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BindToDelegates() |
Binds the manager's world, game mode, and editor delegates - called during PostInitProperties. | Managers/MLAdapterManager.h | |
virtual void CleanUpDelegates() |
Cleans up all the manager's delegates - called during BeginDestroy. | Managers/MLAdapterManager.h | |
virtual void CloseSession
(
UMLAdapterSession& InSession |
Managers/MLAdapterManager.h | ||
virtual void ConfigureAsClient
(
FRPCServer& Server |
"Client" in this context means UnrealEngine game client, not RPC client. | Managers/MLAdapterManager.h | |
virtual void ConfigureAsServer
(
FRPCServer& Server |
"Server" in this context means UnrealEngine game server, not RPC server. | Managers/MLAdapterManager.h | |
virtual void ConfigureAsStandalone
(
FRPCServer& Server |
Essentially calls both the server and client versions. | Managers/MLAdapterManager.h | |
virtual UMLAdapterSession * CreateNewSession() |
Managers/MLAdapterManager.h | ||
virtual void EnsureAISystemPresence
(
UWorld& World |
If given World doesn't have an AI system, this call results in creating one. | Managers/MLAdapterManager.h | |
virtual void EnsureNavigationSystemPresence
(
UWorld& World |
If given World doesn't have a Navigation system instance, this call results in creating one. | Managers/MLAdapterManager.h | |
const FMLAdapterLibrarian & GetLibrarian() |
Get this manager's librarian. | Managers/MLAdapterManager.h | |
FOnGenericRPCServerDelegate & GetOnAddClientFunctions() |
Managers/MLAdapterManager.h | ||
FOnGenericRPCServerDelegate & GetOnAddServerFunctions() |
Managers/MLAdapterManager.h | ||
FOnGenericEvent & GetOnCurrentSessionChanged() |
Managers/MLAdapterManager.h | ||
virtual UMLAdapterSession & GetSession() |
Returns the current session. If one doesn't exist, it gets created. | Managers/MLAdapterManager.h | |
bool HasSession() |
Managers/MLAdapterManager.h | ||
virtual bool IsRunning() |
True if there is an RPC server currently running. | Managers/MLAdapterManager.h | |
bool IsWorldRealTime() |
Returns true if this manager is not being ticked manually by the remote client. | Managers/MLAdapterManager.h | |
virtual void OnBeginPIE
(
const bool bIsSimulating |
Managers/MLAdapterManager.h | ||
virtual void OnEndPIE
(
const bool bIsSimulating |
Managers/MLAdapterManager.h | ||
virtual void OnGameModeInitialized
(
AGameModeBase* GameMode |
Notifies the session that the game mode has initialized. | Managers/MLAdapterManager.h | |
virtual void OnGameModeMatchStateSet
(
FName MatchState |
This might not get called at all if the project's game mode doesn't extend AGameMode. | Managers/MLAdapterManager.h | |
virtual void OnGameModePostLogin
(
AGameModeBase* GameMode, |
Notifies the session a player has connected. | Managers/MLAdapterManager.h | |
virtual void OnPostWorldInit
(
UWorld* World, |
Starts the RPC server if the world is a game world | Managers/MLAdapterManager.h | |
virtual void OnWorldCleanup
(
UWorld* World, |
Closes the current session. | Managers/MLAdapterManager.h | |
void RegisterActuatorClass
(
const TSubclassOf< UMLAdapterActuator >& Class |
Register an actuator class with this manager's librarian. | Managers/MLAdapterManager.h | |
void RegisterAgentClass
(
const TSubclassOf< UMLAdapterAgent >& Class |
Register an agent class with this manager's librarian. | Managers/MLAdapterManager.h | |
void RegisterSensorClass
(
const TSubclassOf< UMLAdapterSensor >& Class |
Register a sensor class with this manager's librarian. | Managers/MLAdapterManager.h | |
virtual void ResetWorld() |
Managers/MLAdapterManager.h | ||
void SetManualWorldTickEnabled
(
bool bEnable |
Managers/MLAdapterManager.h | ||
virtual void SetSession
(
UMLAdapterSession* NewSession |
Managers/MLAdapterManager.h | ||
virtual void StartServer
(
uint16 Port, |
Starts a new RPC server. | Managers/MLAdapterManager.h | |
virtual void StopServer() |
Stop the RPC server. | Managers/MLAdapterManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Managers/MLAdapterManager.h | ||
virtual void PostInitProperties() |
Managers/MLAdapterManager.h |
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsTickableInEditor() |
Managers/MLAdapterManager.h | ||
virtual bool IsTickableWhenPaused() |
Managers/MLAdapterManager.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
Managers/MLAdapterManager.h | ||
virtual ETickableTickType GetTickableTickType() |
Managers/MLAdapterManager.h | ||
virtual bool IsTickable() |
Managers/MLAdapterManager.h | ||
virtual void Tick
(
float DeltaTime |
FTickableGameObject begin. | Managers/MLAdapterManager.h |
Overridden from FExec
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Exec
(
UWorld* InWorld, |
FExec begin. | Managers/MLAdapterManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddCommonFunctions
(
FRPCServer& Server |
Managers/MLAdapterManager.h | ||
virtual bool ShouldInitForWorld
(
const UWorld& World |
Managers/MLAdapterManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UMLAdapterManager & Get () |
Inlines | Managers/MLAdapterManager.h | |
static bool IsReady() |
Returns true if the manager instance exists. | Managers/MLAdapterManager.h | |
static void RecreateManagerInstance() |
Managers/MLAdapterManager.h |