unreal.LearningAgentsEntitiesManagerComponent

class unreal.LearningAgentsEntitiesManagerComponent(outer: Object | None = None, name: Name | str = 'None')

Bases: ActorComponent

ULearningAgentsEntitiesManagerComponent handles the spawn and reset of multiple entity types during training.

C++ Source:

  • Plugin: LearningAgents

  • Module: LearningAgentsTraining

  • File: LearningAgentsEntitiesManagerComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_user_data (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • asset_user_data_editor_only (Array[AssetUserData]): [Read-Write] Array of user data stored with the component

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • entities (Array[LearningAgentsEntityInfo]): [Read-Write] Specify the entity types to spawn.

  • entities_pool (Map[Name, SpawnedEntitiesInfo]): [Read-Only]

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • replicate_using_registered_sub_object_list (bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

initialize_learning_component() None

Initializes the component at the start of training.

reset_learning_component() None

Resets the component for a new training episode.

spawn_entities(entity_class, entity_spawn_z_offset, spawn_count, transform) Array[LearningAgentsEntityInterface]

Spawns multiple pooled entities.

Parameters:
Return type:

Array[LearningAgentsEntityInterface]

spawn_entities_at_random_locations(entity_class, entity_spawn_z_offset, spawn_count) LearningAgentsEntityInterface

Spawns pooled entities at random locations.

Parameters:
  • entity_class (type(Class))

  • entity_spawn_z_offset (float)

  • spawn_count (int32)

Return type:

LearningAgentsEntityInterface

spawn_entity_at_projected_location(entity_class, entity_spawn_z_offset, transform) LearningAgentsEntityInterface

Spawns a single pooled entity with a specified transform projected in the gym.

Parameters:
Return type:

LearningAgentsEntityInterface