className: TTriggerAccumulatorOperator

code: template<uint32 NumInputs> class TTriggerAccumulatorOperator : public [Metasound::TExecutableOperator< TTriggerAccumulatorOperator< NumInputs > >](API\Plugins\MetasoundGraphCore\TExecutableOperator)


description: Constructor used by theMetasoundFrontend.

module: MetasoundStandardNodes

code: TTriggerCompareNode ( const [FNodeInitData](API\Plugins\MetasoundGraphCore\FNodeInitData) & InInitData )


code: virtual ~TTriggerCompareNode()


className: TTriggerCompareNode

description: Compares two inputs against enumerated comparison types.

code: template<typename ValueType> class TTriggerCompareNode : public [Metasound::FNodeFacade](API\Plugins\MetasoundGraphCore\FNodeFacade)


description: // Update MyBufferPtr in case AudioBuffer references a newFAudioBuffer. MyBufferPtr = AudioBuffer->GetData(); }

code: virtual void BindInputs ( [FInputVertexInterfaceData](API\Plugins\MetasoundGraphCore\FInputVertexInterfaceData) & InVertexData )


code: virtual void BindOutputs ( [FOutputVertexInterfaceData](API\Plugins\MetasoundGraphCore\FOutputVertexInterfaceData) & InVertexData )


code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IOperator](API\Plugins\MetasoundGraphCore\IOperator) > CreateOperator ( const [FCreateOperatorParams](API\Plugins\MetasoundGraphCore\FCreateOperatorParams) & InParams, [TArray](API\Runtime\Core\Containers\TArray)< [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [IOperatorBuildError](API\Plugins\MetasoundGraphCore\IOperatorBuildError) >> & OutErrors )


code: static const [FVertexInterface](API\Plugins\MetasoundGraphCore\FVertexInterface) & GetDefaultInterface()


description: Note: IOperators which do not correctly implement BindInputs(...) and BindOutputs(...) will not function correctly with MetaSound operator caching and live auditioning in the MetaSound Builder BP API.

code: virtual [FDataReferenceCollection](API\Plugins\MetasoundGraphCore\FDataReferenceCollection) GetInputs() const


code: static const [FNodeClassMetadata](API\Plugins\MetasoundGraphCore\FNodeClassMetadata) & GetNodeInfo()


code: virtual [FDataReferenceCollection](API\Plugins\MetasoundGraphCore\FDataReferenceCollection) GetOutputs() const


code: void Reset ( const [IOperator::FResetParams](API\Plugins\MetasoundGraphCore\IOperator\FResetParams) & InParams )


code: TTriggerCompareNodeOperator ( const [FOperatorSettings](API\Plugins\MetasoundGraphCore\FOperatorSettings) & InSettings, const [FTriggerReadRef](API\Plugins\MetasoundFrontend\FTriggerReadRef) & InOnCompareTrigger, const [TDataReadReference](API\Plugins\MetasoundGraphCore\TDataReadReference)< ValueType > & InValueA, const [TDataReadReference](API\Plugins\MetasoundGraphCore\TDataReadReference)< ValueType > & InValueB, const [FEnumTriggerComparisonTypeReadRef](API\Plugins\MetasoundStandardNodes\FEnumTriggerComparisonTypeReadRe-) & InTriggerComparisonType )


code: virtual ~TTriggerCompareNodeOperator()


className: TTriggerCompareNodeOperator

code: template<typename ValueType> class TTriggerCompareNodeOperator : public [Metasound::TExecutableOperator< TTriggerCompareNodeOperator< ValueType > >](API\Plugins\MetasoundGraphCore\TExecutableOperator)


code: TValueNode ( const [FNodeInitData](API\Plugins\MetasoundGraphCore\FNodeInitData) & InInitData )


code: virtual ~TValueNode()


className: TValueNode

description: Generates a random float value when triggered.

code: template<typename ValueType> class TValueNode : public [Metasound::FNodeFacade](API\Plugins\MetasoundGraphCore\FNodeFacade)


code: TValueOperator ( const [FOperatorSettings](API\Plugins\MetasoundGraphCore\FOperatorSettings) & InSettings, const [FTriggerReadRef](API\Plugins\MetasoundFrontend\FTriggerReadRef) & InSetTrigger, const [FTriggerReadRef](API\Plugins\MetasoundFrontend\FTriggerReadRef) & InResetTrigger, const [TDataReadReference](API\Plugins\MetasoundGraphCore\TDataReadReference)< ValueType > & InInitValue, const [TDataReadReference](API\Plugins\MetasoundGraphCore\TDataReadReference)< ValueType > & InTargetValue )


code: virtual ~TValueOperator()


className: TValueOperator

code: template<typename ValueType> class TValueOperator : public [Metasound::TExecutableOperator< TValueOperator< ValueType > >](API\Plugins\MetasoundGraphCore\TExecutableOperator)


description: BeginIAudioSpatializationinterface

module: MicrosoftSpatialSound

code: virtual void Initialize ( const [FAudioPluginInitializationParams](API\Runtime\AudioExtensions\FAudioPluginInitializationParams) InitializationParams )


description: Returns whether or not the spatialization effect has been initialized

code: virtual bool IsSpatializationEffectInitialized() const


description: Called when a source is assigned to a voice.

code: virtual void OnInitSource ( const uint32 SourceId, const [FName](API\Runtime\Core\UObject\FName) & AudioComponentUserId, [USpatializationPluginSourceSettingsBase](API\Runtime\AudioExtensions\USpatializationPluginSourceSetti-) * InSettings )


description: Called when a source is done playing and is released.

code: virtual void OnReleaseSource ( const uint32 SourceId )


description: Processes audio with the given input and output data structs.

code: virtual void ProcessAudio ( const [FAudioPluginSourceInputData](API\Runtime\AudioExtensions\FAudioPluginSourceInputData) & InputData, [FAudioPluginSourceOutputData](API\Runtime\AudioExtensions\FAudioPluginSourceOutputData) & OutputData )


description: End ofIAudioSpatializationinterface BeginFRunnable

code: virtual uint32 Run()


description: Shuts down the audio plugin.

code: virtual void Shutdown()


code: FMicrosoftSpatialSound()


code: ~FMicrosoftSpatialSound()


className: FMicrosoftSpatialSound

description: Implementation ofIAudioSpatializationfor Microsoft Spatial Sound API.

code: class FMicrosoftSpatialSound : public [IAudioSpatialization](API\Runtime\AudioExtensions\IAudioSpatialization), protected [FRunnable](API\Runtime\Core\HAL\FRunnable)


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


description: a new instance of your spatialization plugin, owned by a shared pointer.

code: virtual TAudioSpatializationPtr CreateNewSpatializationPlugin ( [FAudioDevice](API\Runtime\Engine\FAudioDevice) * OwningDevice )


className: FMicrosoftSpatialSoundModule

code: class FMicrosoftSpatialSoundModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


description: Begin IAudioPluginWithMetadata implementation


description: Microsoft spatial sound dynamic objects render objects externally from the audio renderer.

code: virtual bool IsExternalSend()


description:
Returns whether this plugin supports use on the specified platform.
true if this plugin supports use on Platform, false otherwise.

code: virtual bool SupportsPlatform ( const [FString](API\Runtime\Core\Containers\FString) & PlatformName )


className: FMicrosoftSpatialSoundPluginFactory

code: class FMicrosoftSpatialSoundPluginFactory : public [IAudioSpatializationFactory](API\Runtime\AudioExtensions\IAudioSpatializationFactory)


code: FSpatialSoundSourceObjectData()


className: FSpatialSoundSourceObjectData

description: Struct to hold dynamic object data for Microsoft Spatial Sound API.

code: struct FSpatialSoundSourceObjectData

AudioBuffer

description: A circular buffer to hold audio data from the source.

bActive

type: bool

description: Whether or not this source data is active (playing sound)

CurrentPosition

type: FVector

ObjectCritSect

type: FCriticalSectio...

ObjectHandle

type: ISpatialAudioOb...

description: The handle to the source.

StartingPosition

description: The position of the spatial sound source.


className: EMIDIEventType

module: MIDIDevice

code: enum EMIDIEventType { Unknown, NoteOff = 8, NoteOn = 9, NoteAfterTouch = 10, ControlChange = 11, ProgramChange = 12, ChannelAfterTouch = 13, PitchBend = 14, }


className: FFoundMIDIDevice

bCanReceiveFrom

description: True if the device supports sending events to us

bCanSendTo

description: True if the device supports receiving events from us

bIsAlreadyInUse

description: Whether the device is already in use.

bIsDefaultInputDevice

description: True if this is the default MIDI device for input on this system

bIsDefaultOutputDevice

description: True if this is the default MIDI device for output on this system

DeviceID

description: The unique ID of this MIDI device

DeviceName

type: FString

description: The name of this device. This name comes from the MIDI hardware, and might not be unique


className: FMIDIDeviceInfo

bIsAlreadyInUse

description: Whether the device is already in use.

DeviceID

description: The unique ID of this MIDI device

description: The name of this device. This name comes from the MIDI hardware, any might not be unique


className: FOnMIDIAftertouch

description: Callback function for received MIDI Aftertouch event

code: class FOnMIDIAftertouch


className: FOnMIDIChannelAftertouch

description: Callback function for received MIDI Channel Aftertouch event

code: class FOnMIDIChannelAftertouch


className: FOnMIDIControlChange

description: Callback function for received MIDI Control Change event

code: class FOnMIDIControlChange


className: FOnMIDIEvent

description: Callback function for received MIDI events

code: class FOnMIDIEvent


className: FOnMIDINoteOff

description: Callback function for received MIDI Note Off event

code: class FOnMIDINoteOff


className: FOnMIDINoteOn

description: Callback function for received MIDI Note On event

code: class FOnMIDINoteOn


className: FOnMIDIPitchBend

description: Callback function for received MIDI Pitch Bend event

code: class FOnMIDIPitchBend


className: FOnMIDIProgramChange

description: Callback function for received MIDI Program Change event

code: class FOnMIDIProgramChange


className: FOnMIDIRawEvent

description: Callback function for any kind of MIDI Event

code: typedef TMulticastDelegate_SixParams< void, class [UMIDIDeviceInputController](API\Plugins\MIDIDevice\UMIDIDeviceInputController) *, int32, int32, int32, int32, int32 > FOnMIDIRawEvent


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDeviceName() const


description: Called every frame byUMIDIDeviceManagerto poll for new MIDI events and broadcast them out to subscribers of OnMIDIEvent. Don't call this directly.


description: Size of the MIDI buffer in bytes

code: virtual int32 GetMIDIBufferSize() const


description: Called during destruction to clean up this device. Don't call this directly.

code: virtual void ShutdownDevice()


description: Called fromUMIDIDeviceManagerafter the controller is created to get it ready to use. Don't call this directly.

code: virtual void StartupDevice ( const int32 InitDeviceID, const int32 InitMIDIBufferSize, bool & bOutWasSuccessful )


description: Destructor that shuts down the device if it's still in use

code: virtual ~UMIDIDeviceController()


className: UMIDIDeviceController

description: The unique ID of this device

MIDIBufferSize

description: Size of the MIDI buffer in bytes

OnMIDIEvent

type: FOnMIDIEvent

description: Register with this to find out about incoming MIDI events from this device

PMMIDIInputStream

type: void *

description: The PortMidi stream used for MIDI input for this device


className: UMIDIDeviceControllerBase

description: Common functionality for the different MIDI Device Controllers.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMIDIDeviceControllerBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual ~UMIDIDeviceInputController()


className: UMIDIDeviceInputController

DeviceID

description: The unique ID of this device

DeviceName

description: The name of this device. This name comes from the MIDI hardware, any might not be unique

MIDIBufferSize

description: Size of the MIDI buffer in bytes

OnMIDIAftertouch

type: FOnMIDIAftertou...

description: Register with this to receive incoming MIDI Aftertouch events from this device

OnMIDIChannelAftertouch

type: FOnMIDIChannelA...

description: Register with this to receive incoming MIDI Channel Aftertouch events from this device

OnMIDIControlChange

type: FOnMIDIControlC...

description: Register with this to receive incoming MIDI Control Change events from this device

OnMIDINoteOff

type: FOnMIDINoteOff

description: Register with this to receive incoming MIDI Note Off events from this device

OnMIDINoteOn

type: FOnMIDINoteOn

description: Register with this to receive incoming MIDI Note On events from this device

OnMIDIPitchBend

type: FOnMIDIPitchBen...

description: Register with this to receive incoming MIDI Pitch Bend events from this device

OnMIDIProgramChange

type: FOnMIDIProgramC...

description: Register with this to receive incoming MIDI Program Change events from this device

OnMIDIRawEvent

type: FOnMIDIRawEvent

description: Register with this to receive all of the MIDI events from this device


className: bIsInitialized

description: True if everything is initialized OK

code: static bool bIsInitialized = false;


description:
Creates an instance of a MIDI output device controller that can be used to interact with a connected MIDI device
If everything goes okay, a valid MIDI device controller object will be returned. If anything goes wrong, a null reference will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static [UMIDIDeviceOutputController](API\Plugins\MIDIDevice\UMIDIDeviceOutputController) * CreateMIDIDeviceOutputController ( const int32 DeviceID )


description:
Creates an instance of a MIDI device controller that can be used to interact with a connected MIDI device
If everything goes okay, a valid MIDI device controller object will be returned. If anything goes wrong, a null reference will be returned.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static [UMIDIDeviceController](API\Plugins\MIDIDevice\UMIDIDeviceController) * CreateMIDIDeviceController ( const int32 DeviceID, const int32 MIDIBufferSize )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static [UMIDIDeviceInputController](API\Plugins\MIDIDevice\UMIDIDeviceInputController) * CreateMIDIDeviceInputController ( const int32 DeviceID, const int32 MIDIBufferSize )


description: Enumerates all of the MIDI input and output devices and reports back useful infos such as IDs and names of those devices. This operation is a little expensive so only do it once at startup, or if you think that a new device may have been connected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void FindAllMIDIDeviceInfo ( [TArray](API\Runtime\Core\Containers\TArray)< [FMIDIDeviceInfo](API\Plugins\MIDIDevice\FMIDIDeviceInfo) > & OutMIDIInputDevices, [TArray](API\Runtime\Core\Containers\TArray)< [FMIDIDeviceInfo](API\Plugins\MIDIDevice\FMIDIDeviceInfo) > & OutMIDIOutputDevices )


description: Enumerates all of the connected MIDI devices and reports back with the IDs and names of those devices. This operation is a little expensive so only do it once at startup, or if you think that a new device may have been connected.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void FindMIDIDevices ( [TArray](API\Runtime\Core\Containers\TArray)< [FFoundMIDIDevice](API\Plugins\MIDIDevice\FFoundMIDIDevice) > & OutMIDIDevices )


description: Retrieves the default MIDI output device ID. Call "Find All MIDI Device Info" beforehand to enumerate the available input devices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void GetDefaultMIDIOutputDeviceID ( int32 & DeviceID )


description: Retrieves the default MIDI input device ID. Call "Find All MIDI Device Info" beforehand to enumerate the available input devices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void GetDefaultMIDIInputDeviceID ( int32 & DeviceID )


description: Retrieves the MIDI input device ID by name. Call "Find All MIDI Device Info" beforehand to enumerate the available input devices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void GetMIDIInputDeviceIDByName ( const [FString](API\Runtime\Core\Containers\FString) DeviceName, int32 & DeviceID )


description: Retrieves the MIDI output device ID by name. Call "Find All MIDI Device Info" beforehand to enumerate the available output devices.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void GetMIDIOutputDeviceIDByName ( const [FString](API\Runtime\Core\Containers\FString) DeviceName, int32 & DeviceID )


className: MIDIInputDevicesInfo

description: MIDI input devices info

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FMIDIDeviceInfo](API\Plugins\MIDIDevice\FMIDIDeviceInfo) > MIDIInputDevicesInfo;


className: MIDIOutputDevicesInfo

description: MIDI output devices info

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FMIDIDeviceInfo](API\Plugins\MIDIDevice\FMIDIDeviceInfo) > MIDIOutputDevicesInfo;


description: Called every frame to look for any new MIDI events that were received, and routes those events to subscribers. Don't call this yourself. It will be called by FMIDIDeviceModule::Tick().

code: static void ProcessMIDIEvents()


description: Shuts down any existing midi devices to ensure no dangling streams are left, and mark any input or output controller for cleanup

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Manager") static void ShutDownAllMIDIDevices()


description: Called from FMIDIDeviceModule to shutdown the device manager. Don't call this yourself.

code: static void ShutdownMIDIDeviceManager()


description: Called from FMIDIDeviceModule to startup the device manager. Don't call this yourself.

code: static void StartupMIDIDeviceManager()


className: UMIDIDeviceManager

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMIDIDeviceManager : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description: The name of this device. This name comes from the MIDI hardware, any might not be unique

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDeviceName() const


description: Size of the MIDI buffer in bytes

code: virtual int32 GetMIDIBufferSize() const


description: Sends MIDI Channel Aftertouch event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDIChannelAftertouch ( int32 Channel, float Amount )


description: Sends MIDI Control Change event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDIControlChange ( int32 Channel, int32 Type, int32 Value )


description: Sends MIDI event raw data for an event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDIEvent ( [EMIDIEventType](API\Plugins\MIDIDevice\EMIDIEventType) EventType, int32 Channel, int32 data1, int32 data2 )


description: Sends MIDI Note Aftertouch event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDINoteAftertouch ( int32 Channel, int32 Note, float Amount )


description: Sends MIDI Note Off event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDINoteOff ( int32 Channel, int32 Note, int32 Velocity )


description: Sends MIDI Note On event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDINoteOn ( int32 Channel, int32 Note, int32 Velocity )


description: Sends MIDI Pitch Bend event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDIPitchBend ( int32 Channel, int32 Pitch )


description: Sends MIDI Program Change event type

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="MIDI Device Output Controller") void SendMIDIProgramChange ( int32 Channel, int32 ProgramNumber )


description: Called during destruction to clean up this device. Don't call this directly.

code: virtual void ShutdownDevice()


description: Called fromUMIDIDeviceManagerafter the controller is created to get it ready to use. Don't call this directly.

code: virtual void StartupDevice ( const int32 InitDeviceID, const int32 InitMIDIBufferSize, bool & bOutWasSuccessful )


description: Destructor that shuts down the device if it's still in use

code: virtual ~UMIDIDeviceOutputController()


className: UMIDIDeviceOutputController

DeviceID

description: The unique ID of this device

PMMIDIStream

description: The PortMidi stream used for MIDI output for this device


description: Takes an action in the game based on earlier digested data.

module: MLAdapter

code: virtual void Act ( const float DeltaTime )


description: Stores data from the ValueStream to be later used by Act.

code: virtual void DigestInputData ( [FMLAdapterMemoryReader](API\Plugins\MLAdapter\FMLAdapterMemoryReader) & ValueStream )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: UMLAdapterActuator ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMLAdapterActuator

description: Allows an agent to take an action in the game world.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew) class UMLAdapterActuator : public [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement)

ActionCS

description: This needs to be used in every implementation of Act and DigestInputData to ensure that shared state is not be accessed simultaneously by the game thread and the RPC server thread.


description: Rotates the camera.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) > ConstructSpaceDef() const


code: virtual void Configure ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


description: Stores data in HeadingVector or HeadingRotator depending on bVectorMode.


code: UMLAdapterActuator_Camera ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Performs one or more actions on the input component.


description: Allows an agent to rotate the camera.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterActuator_Camera : public [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator)

bConsumeData

type: uint32:  1

description: If true, acting will reinitialize the HeadingRotator/Vector after reading them.

bVectorMode

description: If true, use the HeadingVector. Otherwise, use the HeadingRotator.

HeadingRotator

type: FRotator

description: Stores the direction to point the camera as a rotator.

HeadingVector

description: Stores the direction to point the camera as a vector.


description: Stores data in InputData to be later injected into actions.


description: Allows an agent to simulate player input via theUEnhancedPlayerInputsubsystem.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterActuator_EnhancedInput : public [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator)

bClearActionOnUse

type: bool

InputData

type: TArray< float >

TrackedActions

type: TArray<TObject...

description: The actions that this actuator is allowed to inject data into.


description: Presses the keys stored in "KeysToPress"


code: UMLAdapterActuator_InputKey ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Allows an agent to directly inject key presses into its avatar's input component.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterActuator_InputKey : public [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator)

bIsMultiBinary

description: Temporary solution.

KeysToPress

type: TArray< int32 >

PressedKeys

type: TBitArray

RegisteredKeys

type: TArray<TTuple<...


code: bool operator() ( const [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement) * A, const [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement) * B ) const


code: bool operator() ( const [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement) & A, const [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement) & B ) const


className: FAgentElementSort

code: struct FAgentElementSort


code: [FMLAdapterParameterMap](API\Plugins\MLAdapter\Agents\FMLAdapterParameterMap) & AddSensor ( const [FName](API\Runtime\Core\UObject\FName) SensorName, [FMLAdapterParameterMap](API\Plugins\MLAdapter\Agents\FMLAdapterParameterMap) && Parameters )


description: Provides a serializable mapping from parameter name to value that is used to configure sensors & actuators.

code: [FMLAdapterParameterMap](API\Plugins\MLAdapter\Agents\FMLAdapterParameterMap) & AddActuator ( const [FName](API\Runtime\Core\UObject\FName) ActuatorName, [FMLAdapterParameterMap](API\Plugins\MLAdapter\Agents\FMLAdapterParameterMap) && Parameters )


className: FMLAdapterParameterMap

Params

type: TMap<FName,FS...


className: FMLAdapterAgentConfig

description: A serializable config for an agent. Used in the external API to define agents.

Actuators

type: TMap<FName,FM...

AgentClassName

type: FName

bAvatarClassExact

description: If set to true, won't accept child classes of the AvatarClass.


description: Tick all of the agent's actuators.

code: virtual void Act ( const float DeltaTime )


description: Shutdown all the sensors and actuators and cleanup references to the avatar.

code: virtual void BeginDestroy()


description: Setup this agent's avatar, sensors, and actuators. Typically used for agents spawned via RPC.

code: virtual void Configure ( const [FMLAdapterAgentConfig](API\Plugins\MLAdapter\Agents\FMLAdapterAgentConfig) & NewConfig )


description: Move data into the actuators for the next time Act is called.

code: virtual void DigestActions ( [FMLAdapterMemoryReader](API\Plugins\MLAdapter\FMLAdapterMemoryReader) & ValueStream )


description: Enable/disable the action durations with the specified time duration in seconds.

code: void EnableActionDuration ( bool bEnable, float DurationSeconds )


description: Get the actuator with the given ID if this agent has it.

code: [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) * GetActuator ( const uint32 ActuatorID )


description: Get the overall action space of this agent based on all its actuators. Used to determine the necessary output shape of the ML model.

code: virtual void GetActionSpaceDescription ( [FMLAdapterSpaceDescription](API\Plugins\MLAdapter\FMLAdapterSpaceDescription) & OutSpaceDesc ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) > >::TConstIterator GetActuatorsConstIterator() const


description: Get this agent's ID.


description: Get the avatar this agent is controlling.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAvatar() const


description: Get this agent's current config. This will not be accurate if the agent was spawned from a blueprint.

code: const [FMLAdapterAgentConfig](API\Plugins\MLAdapter\Agents\FMLAdapterAgentConfig) & GetConfig() const


description: Get the Controller this agent is controlling.


code: const [AController](API\Runtime\Engine\GameFramework\AController) * GetController() const


description: Retrieve all the sensor data from the last time Sense was called.

code: void GetObservations ( [FMLAdapterMemoryWriter](API\Plugins\MLAdapter\FMLAdapterMemoryWriter) & Ar )


description: Get the overall observation space of this agent based on all its sensors. Used to determine the necessary input shape of the ML model.

code: virtual void GetObservationSpaceDescription ( [FMLAdapterSpaceDescription](API\Plugins\MLAdapter\FMLAdapterSpaceDescription) & OutSpaceDesc ) const


description: Get the Pawn this agent is controlling.


description: Get the Pawn this agent is controlling.

code: const [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawn() const


description: If the avatar is a controller, then get the current score from the controller's player state.

code: virtual float GetReward() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) > >::TConstIterator GetSensorsConstIterator() const


description: Get the session that this agent belongs to.


description: Returns true if this agent has an avatar set.

code: bool IsReady() const


description: The agent is done if its avatar has been destroyed and it can't request a new one.

code: virtual bool IsDone() const


description: Returns true is the given avatar can be controlled by this agent.

code: virtual bool IsSuitableAvatar ( [AActor](API\Runtime\Engine\GameFramework\AActor) & InAvatar ) const


description: When the agent's avatar is destroyed, we need to cleanup callbacks and references to the avatar. Will request a new avatar if AgentConfig.bAutoRequestNewAvatarUponClearingPrev is true.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnAvatarDestroyed ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DestroyedActor )


description: If the Pawn changed, we need to let all the sensors know.

code: virtual void OnPawnChanged ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn, [AController](API\Runtime\Engine\GameFramework\AController) * InController )


description: Will be bound to UGameInstance.OnPawnControllerChanged if current avatar is a pawn or a controller.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnPawnControllerChanged ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn, [AController](API\Runtime\Engine\GameFramework\AController) * InController )


description: Perform initial setup for blueprint spawned agents.

code: virtual void PostInitProperties()


description: Add a sensor to this agent. Returns true if the sensor was successfully added.

code: virtual bool RegisterSensor ( [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) & Sensor )


description: Updates all the sensors that are configured as 'IsPolling'.

code: virtual void Sense ( const float DeltaTime )


description: Sets the avatar for this agent and all of its sensors and actuators. Registers callbacks.

code: virtual void SetAvatar ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InAvatar )


description: Set this agent's ID to its new ID.

code: void SetAgentID ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) NewAgentID )


description: UMLAdapterAgent_Inferencefor an agent that implementsthis.

code: virtual void Think ( const float DeltaTime )


description: Resets the action duration flag if it has elapsed. Returns false if not reset yet. Used with HasActionDurationElapsed by Manager.

code: bool TryResetActionDuration()


code: UMLAdapterAgent ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMLAdapterAgent

description: An agent capable of controlling a single avatar (e.g. a Pawn or Controller). Contains sensors for perceiving information about the environment and actuators for taking actions in the game.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterAgent : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

ActionDurationCS

type: FCriticalSectio...

ActionDurationSeconds

type: float

description: How long should agents wait before they can change their action.

AvatarClass

type: TSubclassOf<AA...

bEnableActionDuration

description: If true, then agents won't be able to make a new decision until each action duration has elapsed.

CurrentActionDuration

description: How much time has the current action been executing.

UMLAdapterSession

type: friend


code: virtual void Configure ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) > ConstructSpaceDef() const


description: Get the agent this element is attached to.

code: const [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & GetAgent() const


description: The owning agent's avatar.

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetAvatar() const


description: The controller associated with the owning agent. If owning agent's avatar is a controller then that gets retrieved, if not the function will check if it's a pawn and if so retrieve its controller.

code: [AController](API\Runtime\Engine\GameFramework\AController) * GetControllerAvatar() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDescription() const


description: Get the ID of this element.

code: uint32 GetElementID() const


description: Get nickname of this element.

code: const [FString](API\Runtime\Core\Containers\FString) & GetNickname() const


description: GetControllerAvatar.

code: bool GetPawnAndControllerAvatar ( [APawn](API\Runtime\Engine\GameFramework\APawn) *& OutPawn, [AController](API\Runtime\Engine\GameFramework\AController) *& OutController ) const


description: The pawn associated with the owning agent. If owning agent's avatar is a pawn then that gets retrieved, if not the function will check if it's a controller and if so retrieve its pawn.

code: [APawn](API\Runtime\Engine\GameFramework\APawn) * GetPawnAvatar() const


code: const [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) & GetSpaceDef() const


code: virtual void OnAvatarSet ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: void SetNickname ( const [FString](API\Runtime\Core\Containers\FString) & NewNickname )


description: Called before object's destruction. Can be called as part of new agent config application when old actuator get destroyed.

code: virtual void Shutdown()


code: UMLAdapterAgentElement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMLAdapterAgentElement

description: An agent element is any object that can be attached to an agent. Base class forUMLAdapterSensorandUMLAdapterActuator.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMLAdapterAgentElement : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Description

type: FString

description: Can be queried by remote clients.

ElementID

description: This is not a common counter, meaning Sensors and Actuators (for example) track the ID separately.

Nickname

description: User-configured name for this element, mostly for debugging purposes but comes in handy when fetching observation/action spaces descriptions.

SpaceDef

type: TSharedRef<FML...


description: Tries to load the neural network from the ModelDataPath.


description: Process observations from the sensors with the neural network and populate the actuators with data.

code: virtual void Think ( const float DeltaTime )


description: UMLAdapterNoRPCManager- we do not usually need to open the RPC interfaceifwe are exclusively using inference agents.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterAgent_Inference : public [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent)

Brain

description: The neural network controlling this agent.

ModelData

type: TObjectPtr<UNN...

description: Reference to neural network asset data.


className: CallOnGameThread

description: Sends InFunction to be called on the GameThread and waits for the result

code: template<typename RetType> RetType CallOnGameThread ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< RetType()> InFunction )


description: Fire (InFunction to be called on the GameThread) and forget

code: template<> void CallOnGameThread ( [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void()> InFunction )


className: EMLAdapterSpaceType

code: enum EMLAdapterSpaceType { Discrete, MultiDiscrete, Box, Tuple, MAX, }


className: EnumToString

code: [FString](API\Runtime\Core\Containers\FString) EnumToString ( const [EMLAdapterSpaceType](API\Plugins\MLAdapter\EMLAdapterSpaceType) Value )


className: FAgentID

code: typedef uint32 FAgentID


code: [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Add ( const [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) & Space )


code: [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, [FString](API\Runtime\Core\Containers\FString) Element )


code: [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, const [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Element )


code: [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, const int Element )


code: [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, const float Element )


code: static bool FromJson ( const [FString](API\Runtime\Core\Containers\FString) & JsonString, [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) & OutInstance )


description: Used in loops to optimize memory use

code: void Reset()


className: FMLAdapterDescription

code: struct FMLAdapterDescription

Data

type: TArray< TPair< ...

PrepData

type: TArray<FString...


description: Add the given description to the mapped entry for the given function name.

code: void AddRPCFunctionDescription ( const [FName](API\Runtime\Core\UObject\FName) FunctionName, [FString](API\Runtime\Core\Containers\FString) && Description )


description: Find the actuator class with the given class name. Can be the full name or the substring after "UMLAdapterActuator_". Will returnUMLAdapterActuator::StaticClass()if not found.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) > FindActuatorClass ( const [FName](API\Runtime\Core\UObject\FName) ClassName ) const


description: Find the agent class with the given class name. Can be the full name or the substring after "UMLAdapterAgent_". Will returnUMLAdapterAgent::StaticClass()if not found.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) > FindAgentClass ( const [FName](API\Runtime\Core\UObject\FName) ClassName ) const


description: Find the sensor class with the given class name. Can be the full name or the substring after "UMLAdapterSensor_". Will returnUMLAdapterSensor::StaticClass()if not found.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) > FindSensorClass ( const [FName](API\Runtime\Core\UObject\FName) ClassName ) const


description: Register all the base classes and derived classes that inherit fromUMLAdapterAgent,UMLAdapterSensor, orUMLAdapterActuator.

code: void GatherClasses()


description: Gets the librarian owned by the singletonUMLAdapterManagerinstance.

code: static const [FMLAdapterLibrarian](API\Plugins\MLAdapter\FMLAdapterLibrarian) & Get()


description: Get a const iterator over the list of known actuators.

code: [TMap](API\Runtime\Core\Containers\TMap)< uint32, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) > >::TConstIterator GetActuatorsClassIterator() const


description:
Gets the description for the given actuator name.
True if the description was found. Otherwise false.

code: bool GetActuatorDescription ( const [FName](API\Runtime\Core\UObject\FName) ActuatorName, [FString](API\Runtime\Core\Containers\FString) & OutDescription ) const


description: Get a const iterator over the list of known agents.

code: [TArray](API\Runtime\Core\Containers\TArray)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) > >::TConstIterator GetAgentsClassIterator() const


description:
Gets the function description for the given function name.
True if the description was found. Otherwise false.

code: bool GetFunctionDescription ( const [FName](API\Runtime\Core\UObject\FName) FunctionName, [FString](API\Runtime\Core\Containers\FString) & OutDescription ) const


code: bool GetFunctionDescription ( const [FString](API\Runtime\Core\Containers\FString) & FunctionName, [FString](API\Runtime\Core\Containers\FString) & OutDescription ) const


description: Get a const iterator over the list of function descriptions.

code: [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) >::TConstIterator GetFunctionDescriptionsIterator() const


description:
Gets the description for the given sensor name.
True if the description was found. Otherwise false.

code: bool GetSensorDescription ( const [FName](API\Runtime\Core\UObject\FName) SensorName, [FString](API\Runtime\Core\Containers\FString) & OutDescription ) const


description: Get a const iterator over the list of known sensors.

code: [TMap](API\Runtime\Core\Containers\TMap)< uint32, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) > >::TConstIterator GetSensorsClassIterator() const


description: Add the actuator class to the list of known actuators.

code: void RegisterActuatorClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) > & Class )


description: Add the agent class to the list of known agents.

code: void RegisterAgentClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) > & Class )


description: Add the sensor class to the list of known sensors.

code: void RegisterSensorClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) > & Class )


className: FMLAdapterLibrarian

description: TheFMLAdapterLibrariandiscovers all classes that derived fromUMLAdapterAgent,UMLAdapterSensor, orUMLAdapterActuator. It provides functionality for finding those classes by name, so that remote clients can spawn them via their name.

KnownActuatorClasses

type: TMap< uint32,T...

KnownAgentClasses

type: TArray<TSubcla...


className: FMLAdapterMemoryReader

code: struct FMLAdapterMemoryReader : public [FMemoryReader](API\Runtime\Core\Serialization\FMemoryReader)


code: FMLAdapterMemoryReader ( const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InBytes, bool bIsPersistent )


code: FMLAdapterMemoryWriter ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & InBytes, bool bIsPersistent, bool bSetOffset, const [FName](API\Runtime\Core\UObject\FName) InArchiveName )


className: FMLAdapterMemoryWriter

code: struct FMLAdapterMemoryWriter : public [FMemoryWriter](API\Runtime\Core\Serialization\FMemoryWriter)


code: [FMLAdapterSpaceDescription](API\Plugins\MLAdapter\FMLAdapterSpaceDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) && Element )


code: [FMLAdapterSpaceDescription](API\Plugins\MLAdapter\FMLAdapterSpaceDescription) & Add ( [FString](API\Runtime\Core\Containers\FString) Key, [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) Element )


className: ValuePair

code: typedef TPair< [FString](API\Runtime\Core\Containers\FString), [FMLAdapterDescription](API\Plugins\MLAdapter\FMLAdapterDescription) > ValuePair


className: FMLAdapterSpaceDescription

code: struct FMLAdapterSpaceDescription

Data

type: TArray<ValuePa...


code: namespace FMLAdapter { static const uint32 FMLAdapter::InvalidActuatorID = 0; }


code: namespace FMLAdapter { static const [FAgentID](API\Plugins\MLAdapter\FAgentID) FMLAdapter::InvalidAgentID = FAgentID(-1); }


code: namespace FMLAdapter { static const uint32 FMLAdapter::InvalidSensorID = 0; }


code: namespace FMLAdapter { template<typename StructType> bool FMLAdapter::JsonStringToStruct ( const [FString](API\Runtime\Core\Containers\FString) & JsonString, StructType & OutStruct ) }


description: Note: objects created this way won't go away even if there's nothing referencing them until we clear the EInternalObjectFlags::Async flag

code: namespace FMLAdapter { template<class T> T * FMLAdapter::NewObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer ) }


code: namespace FMLAdapter { template<class T> T * FMLAdapter::NewObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FName](API\Runtime\Core\UObject\FName) Name, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Template, bool bCopyTransientsFromClassDefaults, [FObjectInstancingGraph](API\Runtime\CoreUObject\UObject\FObjectInstancingGraph) * InInstanceGraph ) }


code: namespace FMLAdapter { template<typename StructType> [FString](API\Runtime\Core\Containers\FString) FMLAdapter::StructArrayToJsonString ( const [TArray](API\Runtime\Core\Containers\TArray)< StructType > & InStructArray ) }


code: namespace FMLAdapter { template<typename StructType> [FString](API\Runtime\Core\Containers\FString) FMLAdapter::StructToJsonString ( const StructType & InStruct ) }


code: virtual [FString](API\Runtime\Core\Containers\FString) ToJson() const


className: FSpace

description: Defines the numerical space of a sensor, actuator, or agent. Similar to OpenAI Gym's spaces.

code: struct FSpace : public [FMLAdapter::IJsonable](API\Plugins\MLAdapter\IJsonable), public [TSharedFromThis< FSpace >](API\Runtime\Core\Templates\TSharedFromThis)

Type

type: EMLAdapterSpace...


code: FSpaceSerializeGuard ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) > & InSpace, [FMLAdapterMemoryWriter](API\Plugins\MLAdapter\FMLAdapterMemoryWriter) & InAr, const int InElementSize )


className: FSpaceSerializeGuard

code: struct FSpaceSerializeGuard

Ar

type: FMLAdapterMemor...

ElementSize

type: const int

Space

type: constTSharedRe...

Tell

type: const int64


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSpace](API\Plugins\MLAdapter\FSpace) > Vector2D ( float Low, float High )


code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSpace](API\Plugins\MLAdapter\FSpace) > Vector3D ( float Low, float High )


code: FSpace_Box ( std::initializer_list< uint32 > InShape, float InLow, float InHigh )


description: A continuous space that contains a number of ranges defined by the shape, whose values will fall inside the Low to High range.

code: struct FSpace_Box : public [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace)

Shape

type: TArray< uint32 ...


code: FSpace_Discrete ( uint32 InCount )


description: A discrete space contains a countable number of values.

code: struct FSpace_Discrete : public [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace)


description: A placeholder shape - typically returned in invalid scenarios.

code: struct FSpace_Dummy : public [FMLAdapter::FSpace_Box](API\Plugins\MLAdapter\FSpace_Box)


description: Each element in InOptions defines number of possible values for each n-th option

code: FSpace_MultiDiscrete ( std::initializer_list< uint32 > InOptions )


description: Simplified constructor creating InCount number of InValues-count options

code: FSpace_MultiDiscrete ( const [TArray](API\Runtime\Core\Containers\TArray)< uint32 > & InOptions )


code: FSpace_MultiDiscrete ( uint32 InCount, uint32 InValues )


description: Multiple options, each with separate discrete range

code: struct FSpace_MultiDiscrete : public [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace)


code: FSpace_Tuple ( std::initializer_list< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSpace](API\Plugins\MLAdapter\FSpace) > > InitList )


code: FSpace_Tuple ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSpace](API\Plugins\MLAdapter\FSpace) > > & InSubSpaces )


description: Container for multiple subspaces.

code: struct FSpace_Tuple : public [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace)

SubSpaces

type: TArray<TShared...


code: virtual [FString](API\Runtime\Core\Containers\FString) ToJson() const


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [IMLAdapterModule](API\Plugins\MLAdapter\IMLAdapterModule) & Get()


className: IMLAdapterModule

description: The public interface to this module. In most cases, this interface is only public to sibling modules within this plugin.

code: class IMLAdapterModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: EMLAdapterServerMode

code: enum EMLAdapterServerMode { Invalid, Server, Client, Standalone, AutoDetect, }


code: void AddCommonFunctions ( [FRPCServer](API\Plugins\MLAdapter\FRPCServer) & Server )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Binds the manager's world, game mode, and editor delegates - called during PostInitProperties.

code: virtual void BindToDelegates()


description: Cleans up all the manager's delegates - called during BeginDestroy.

code: virtual void CleanUpDelegates()


code: virtual void CloseSession ( [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession) & InSession )


description: "Client" in this context means UnrealEngine game client, not RPC client.

code: virtual void ConfigureAsClient ( [FRPCServer](API\Plugins\MLAdapter\FRPCServer) & Server )


description: "Server" in this context means UnrealEngine game server, not RPC server.

code: virtual void ConfigureAsServer ( [FRPCServer](API\Plugins\MLAdapter\FRPCServer) & Server )


description: Essentially calls both the server and client versions.

code: virtual void ConfigureAsStandalone ( [FRPCServer](API\Plugins\MLAdapter\FRPCServer) & Server )


code: virtual [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession) * CreateNewSession()


description: If given World doesn't have an AI system, this call results in creating one.

code: virtual void EnsureAISystemPresence ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: If given World doesn't have a Navigation system instance, this call results in creating one.

code: virtual void EnsureNavigationSystemPresence ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: FExecbegin.

code: virtual bool Exec ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const TCHAR * Cmd, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Ar )


className: FOnGenericRPCServerDelegate

code: typedef TMulticastDelegate_OneParam< void, [FRPCServer](API\Plugins\MLAdapter\FRPCServer) & > FOnGenericRPCServerDelegate


className: FOnGenericEvent

code: typedef TMulticastDelegate_NoParams< void > FOnGenericEvent


className: FRPCFunctionBind

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FRPCServer](API\Plugins\MLAdapter\FRPCServer) &)> FRPCFunctionBind


description: Get the current manager instance.

code: static [UMLAdapterManager](API\Plugins\MLAdapter\Managers\UMLAdapterManager) & Get()


description: Get this manager's librarian.

code: const [FMLAdapterLibrarian](API\Plugins\MLAdapter\FMLAdapterLibrarian) & GetLibrarian() const


description: Returns the current session. If one doesn't exist, it gets created.

code: virtual [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession) & GetSession()


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description: Returns true if the manager instance exists.

code: static bool IsReady()


description: True if there is an RPC server currently running.

code: virtual bool IsRunning() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object is ready to be ticked. This is required for example for allUObjectderived classes as they might be loaded async and therefore won't be ready immediately.
true if object is ready to be ticked, false otherwise.

code: virtual bool IsTickable() const


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


description:
Used to determine if an object should be ticked when the game is paused. Defaults to false, as that mimics old behavior.
true if it should be ticked when paused, false otherwise

code: virtual bool IsTickableWhenPaused() const


description: Returns true if this manager is not being ticked manually by the remote client.

code: bool IsWorldRealTime() const


className: ManagerInstance

code: static [UMLAdapterManager](API\Plugins\MLAdapter\Managers\UMLAdapterManager) * ManagerInstance = nullptr;


code: virtual void OnBeginPIE ( const bool bIsSimulating )


description: Notifies the session that the game mode has initialized.

code: virtual void OnGameModeInitialized ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameMode )


code: virtual void OnEndPIE ( const bool bIsSimulating )


description: This might not get called at all if the project's game mode doesn't extendAGameMode.

code: virtual void OnGameModeMatchStateSet ( [FName](API\Runtime\Core\UObject\FName) MatchState )


description: Notifies the session a player has connected.

code: virtual void OnGameModePostLogin ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameMode, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


description: Starts the RPC server if the world is a game world

code: virtual void OnPostWorldInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [UWorld::InitializationValues](API\Runtime\Engine\Engine\UWorld\InitializationValues) )


description: Closes the current session.

code: virtual void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bSessionEnded, bool bCleanupResources )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


code: static void RecreateManagerInstance()


description: Register an actuator class with this manager's librarian.

code: void RegisterActuatorClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterActuator](API\Plugins\MLAdapter\Actuators\UMLAdapterActuator) > & Class )


description: Register an agent class with this manager's librarian.

code: void RegisterAgentClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) > & Class )


description: Register a sensor class with this manager's librarian.

code: void RegisterSensorClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor) > & Class )


code: void SetManualWorldTickEnabled ( bool bEnable )


code: virtual void SetSession ( [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession) * NewSession )


code: virtual bool ShouldInitForWorld ( const [UWorld](API\Runtime\Engine\Engine\UWorld) & World ) const


description: Starts a new RPC server. If a server is already running, it will be shut down before the new instance gets created.

code: virtual void StartServer ( uint16 Port, [EMLAdapterServerMode](API\Plugins\MLAdapter\Managers\EMLAdapterServerMode) InMode, uint16 ServerThreads )


description: Stop the RPC server.

code: virtual void StopServer()


description: FTickableGameObjectbegin.

code: virtual void Tick ( float DeltaTime )


code: UMLAdapterManager ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMLAdapterNoRPCManager

description: UMLAdapterNoRPCManagerwon't start the RPC server and will immediately start a session and spawn the default agent. This is intended to be used when there will only be a single inference agent that exists for the life of the game.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMLAdapterNoRPCManager : public [UMLAdapterManager](API\Plugins\MLAdapter\Managers\UMLAdapterManager)


code: namespace FMLAdapter { template<typename T> [TArray](API\Runtime\Core\Containers\TArray)< T > FMLAdapter::VectorToArray ( const std::vector< T > InVector ) }


className: EMLAdapterTickPolicy

description: Controls the frequency that a sensor should tick at.

code: enum EMLAdapterTickPolicy { EveryTick, EveryXSeconds, EveryNTicks, Never, }


description: Clean up any references to the Pawn or its components.

code: virtual void ClearPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & InPawn )


description: Called before actuator's destruction. Can be called as part of new agent config application when old actuator get destroyed.

code: virtual void Configure ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


description: True if config was successful. Only then will the sensor instance be added to agent's active sensors.

code: virtual bool ConfigureForAgent ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent )


className: FTicksOrSeconds

code: struct FTicksOrSeconds

type: union UMLAdapte...

Seconds

type: float


className: UMLAdapterManager

description: The manager of the MLAdapter system. Sets up the RPC server for communication with remote client. Based on settings, creates and ticks theUMLAdapterSession. Tells the UMLAdapterLibrarian to gather its classes. A singleton instance is setup automatically during OnPostEngineInit if this plugin is included.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient) class UMLAdapterManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject), public [FSelfRegisteringExec](API\Runtime\Core\Misc\FSelfRegisteringExec)

bCommonFunctionsAdded

type: uint32:  1

BeginPIEHandle

type: FDelegateHandle

CurrentFunctionMode

type: EMLAdapterServe...

Data

type: TArray< uint8 >

LastActiveWorld

type: TObjectPtr<UWo...

Librarian

type: FMLAdapterLibra...

OnAddClientFunctions

type: FOnGenericRPCSe...

OnCurrentSessionChanged

type: FOnGenericEvent

Session

type: TObjectPtr<UML...

StepsRequested

description: Is the manager is in 'manual ticking mode' (where external client is responsible for progressing the world sim by calling 'request_world_tick' function) the simulation will progress by StepsRequested ticks before pausing


description: AIGym leftovers. Potentially to be removed.


code: const [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & GetAgent() const


code: virtual void GetObservations ( [FMLAdapterMemoryWriter](API\Plugins\MLAdapter\FMLAdapterMemoryWriter) & Ar )


code: bool IsConfiguredForAgent ( const [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent ) const


code: virtual void OnAvatarSet ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: void OnPawnChanged ( [APawn](API\Runtime\Engine\GameFramework\APawn) * OldPawn, [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )


code: virtual void PostInitProperties()


description: Called for every sense, regardless of whether it's a polling-type or not.

code: void Sense ( const float DeltaTime )


description: Called from Sense based on TickPolicy.

code: virtual void SenseImpl ( const float DeltaTime )


code: UMLAdapterSensor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UMLAdapterSensor

description: Allows an agent to sense information about the game world or itself.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, EditInlineNew) class UMLAdapterSensor : public [UMLAdapterAgentElement](API\Plugins\MLAdapter\Agents\UMLAdapterAgentElement)

ObservationCS

type: FCriticalSectio...

description: This needs to be locked anytime the sensor is accessing shared state internally.

TickEvery

type: FTicksOrSeconds

TickPolicy

type: EMLAdapterTickP...

description: Determines what frequency this sensor ticks at.


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) > ConstructSpaceDef() const


className: ESortType

code: enum ESortType { Distance, InFrontness, }


className: FTargetRecord

code: struct FTargetRecord

HeadingDot

description: Non essential, helper/debug

HeadingRotator

type: FRotator

HeadingVector

type: FVector

Target

type: TWeakObjectPtr<...


code: virtual void GetViewPoint ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar, FVector & POVLocation, FRotator & POVRotation ) const


code: float Sanify ( const float DegreeAngles ) const


code: FRotator Sanify ( const FRotator Rotator ) const


code: UMLAdapterSensor_AIPerception ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Server.Configure mz

bSenseOnlyChanges

type: bool

description: When set to true will only gather perception "delta" meaning consecutive updates will consist of new perception information.

CachedTargets

type: TArray<FTarget...

PerceptionComponent

type: TObjectPtr<UAI...

TargetsSortType

type: ESortType


code: void BindAttributes ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Actor )


code: virtual void Configure ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


code: virtual bool ConfigureForAgent ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent )


code: virtual void GetObservations ( [FMLAdapterMemoryWriter](API\Plugins\MLAdapter\FMLAdapterMemoryWriter) & Ar )


code: virtual void OnAvatarSet ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: void SetAttributes ( [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & InAttributeNames )


code: UMLAdapterSensor_Attribute ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMLAdapterSensor_Attribute : public [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor)

AttributeNames

type: TArray<FName>

Attributes

type: TArray<FGamepl...

description: Valid only as long as AttributeSet != nullptr

AttributeSet

type: TObjectPtr<UAt...

Values

type: TArray< float >


code: virtual void ClearPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) & InPawn )


code: void HandleScreenshotData ( int32 InSizeX, int32 InSizeY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InImageData )


description: Called from Sense based on TickPolicy.

code: virtual void SenseImpl ( const float DeltaTime )


code: UMLAdapterSensor_Camera ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Observing player's camera

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMLAdapterSensor_Camera : public [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor)

bShowUI

type: uint32:  1

CachedViewportClient

type: TObjectPtr<UGa...

CaptureComp

type: TObjectPtr<USc...

CaptureSource

type: ESceneCaptureSo...

LastTickData

type: TArray<FLinear...

type: TObjectPtr<UTe...

RenderTargetFormat

type: ETextureRenderT...

ScreenshotDataCallbackHandle

type: FDelegateHandle


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FMLAdapter::FSpace](API\Plugins\MLAdapter\FSpace) > ConstructSpaceDef() const


description: The Avatar here is expected to be a player-controlledAPawnor anAPlayerController


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() void OnInputAction ( const [FInputActionInstance](API\Plugins\EnhancedInput\FInputActionInstance) & ActionInstance )


InputComponent

type: TObjectPtr<UEn...

InputStateIndices

type: TMap<FString, ...

TrackedActions

type: TArray<TObject...


code: virtual void OnInputAxis ( [FViewport](API\Runtime\Engine\FViewport) * InViewport, int32 ControllerId, [FKey](API\Runtime\InputCore\FKey) Key, float Delta, float DeltaTime, int32 NumSamples, bool bGamepad )


code: virtual void OnInputKey ( const [FInputKeyEventArgs](API\Runtime\Engine\FInputKeyEventArgs) & EventArgs )


code: UMLAdapterSensor_Input ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Note that this sensor doesn't buffer input state between GetObservations call

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMLAdapterSensor_Input : public [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor)

FKeyToInterfaceKeyMap

type: TMap<FKey, int...

InterfaceKeys

type: TArray<TTuple<...

description: Stores (FKey, ActionName pairs). The order is important since FKeyToInterfaceKeyMap refers to it.


code: virtual void Configure ( const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString) > & Params )


code: virtual bool ConfigureForAgent ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent )


code: virtual void GetObservations ( [FMLAdapterMemoryWriter](API\Plugins\MLAdapter\FMLAdapterMemoryWriter) & Ar )


code: virtual void OnAvatarSet ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Avatar )


code: UMLAdapterSensor_Movement ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Allows an agent to sense its avatar's location and velocity.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class UMLAdapterSensor_Movement : public [UMLAdapterSensor](API\Plugins\MLAdapter\Sensors\UMLAdapterSensor)

CurrentLocation

type: FVector


className: server

description: Mock server

code: class server


className: EMLAdapterSimState

code: enum EMLAdapterSimState { BootingUp, InProgress, Finished, }


description: Mark the session as inactive and cleanup all agents.

code: virtual void Close()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)() virtual void OnPawnControllerChanged ( [APawn](API\Runtime\Engine\GameFramework\APawn) * InPawn, [AController](API\Runtime\Engine\GameFramework\AController) * InController )


code: virtual void OnPostWorldInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Call all agents' Sense(), Think(), and Act() methods.

code: virtual void Tick ( float DeltaTime )


className: UMLAdapterLocalDataCollectionSession

description: Collects data from agents' sensors and writes them to a file for offline processing. Only works with a locally controlled, single-player game.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, EditInlineNew) class UMLAdapterLocalDataCollectionSession : public [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession)

bPrefixOutputFilenameWithTimestamp

type: bool

FileName

type: FString

FilePath

type: FDirectoryPath


description: Add a default agent as specified in theUMLAdapterSettings.


description: Add an agent using the specified config.

code: [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AddAgent ( const [FMLAdapterAgentConfig](API\Plugins\MLAdapter\Agents\FMLAdapterAgentConfig) & InConfig )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Sets a new avatar on the agent after clearing any existing avatar.

code: void BindAvatar ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent, [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar )


description: Remove the existing avatar from the given agent.

code: void ClearAvatar ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent )


description: This is where Session can add Client-side-specific functions by callingUMLAdapterManager::Get().AddClientFunctionBind. "Client" in this context means UnrealEngine game client, not RPC client.

code: virtual void ConfigureAsClient()


description: This is where Session can add Authority-side-specific functions by callingUMLAdapterManager::Get().AddServerFunctionBind

code: virtual void ConfigureAsServer()


description: Find an agent that is controlling the given avatar if one exists. Returns nullptr if not.

code: const [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) * FindAgentByAvatar ( [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar ) const


description: Enable/disable the action durations with the specified time duration in seconds.

code: void EnableActionDuration ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID, bool bEnable, float DurationSeconds )


description: Finds avatar in given World for every avatar-less agent in AwaitingAvatar

code: void FindAvatars ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


className: FOnAgentAvatarChangedDelegate

code: typedef TMulticastDelegate_TwoParams< void, [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) &, [AActor](API\Runtime\Engine\GameFramework\AActor) * > FOnAgentAvatarChangedDelegate


className: FOnBeginAgentRemove

code: typedef TMulticastDelegate_OneParam< void, [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & > FOnBeginAgentRemove


description: Return the stat id to use for this tickable

code: virtual TStatId GetStatId&40;&41; const


code: virtual void Close()


code: virtual UWorld &42; GetTickableGameObjectWorld&40;&41; const


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick &40; float DeltaTime &41;


code: virtual &126;FWorldTicker&40;&41;


code: FWorldTicker &40; UWorld &42; InWorld &41;


className: FWorldTicker

code: struct FWorldTicker : public [FTickableGameObject](API\Runtime\Engine\FTickableGameObject)

CachedWorld

type: TWeakObjectPtr<...


description: Returns the agent corresponding to the given ID. Returns nullptr if the ID is invalid.

code: [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) * GetAgent ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID )


code: [UGameInstance](API\Runtime\Engine\Engine\UGameInstance) * GetGameInstance() const


description: Next valid agent ID. Note that the return value might be equal to ReferenceAgentID if there's only one agent. Will be FMLAdapter::InvalidAgentId if no agents registered.

code: [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) GetNextAgentID ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) ReferenceAgentID ) const


description: Get the world time in seconds at the most recent time this session ticked.

code: float GetTimestamp() const


description: Get this session's cached world.

code: virtual [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: static uint32 HashAvatar ( const [AActor](API\Runtime\Engine\GameFramework\AActor) & Avatar )


description: Returns true if the agent with the given ID has a valid avatar assigned.

code: bool IsAgentReady ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID ) const


description: A session is done if the SimulationState == Finished or the game mode's match has ended.

code: bool IsDone() const


description: A session is ready if the SimulationState == InProgress or the game mode's match has started but not ended.

code: bool IsReady() const


description: If there are agents waiting for an avatar, then check if a newly spawned actor fits the agent.

code: virtual void OnActorSpawned ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: virtual void OnGameModeInitialized ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) & GameModeBase )


code: virtual void OnGameModePostLogin ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameMode, [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * NewPlayer )


code: virtual void OnGameModeMatchStateSet ( [FName](API\Runtime\Core\UObject\FName) InMatchState )


code: virtual void OnPostWorldInit ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World )


code: virtual void OnWorldCleanup ( [UWorld](API\Runtime\Engine\Engine\UWorld) & World, bool bSessionEnded, bool bCleanupResources )


description: Mark the session as active.

code: virtual void Open()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Remove the agent with the given ID from this session.

code: void RemoveAgent ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID )


description: Processes Agents and removes all agent avatars belonging to World. If World is null the function will remove all avatars.

code: void RemoveAvatars ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description:
Finds a suitable avatar in InWorld (or CachedWorld, if InWorld is null) for given agent, as specified by FMLAdapterAgentConfig.AvatarClass and confirmed by Agent->IsSuitableAvatar call. If no suitable avatar is found this agent will be added to "waiting list" (AwaitingAvatar)
True if an avatar has been assigned. False otherwise.

code: virtual bool RequestAvatarForAgent ( [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) & Agent, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const bool bForceSearch )


description: Calls RequestAvatarForAgent(UMLAdapterAgent& Agent, ...) after looking up the agent by its ID.

code: bool RequestAvatarForAgent ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) & AgentID, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


description: Using FMLAdapter::InvalidAgentID for AgentID will reset all agents.

code: virtual void ResetWorld ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID )


description: Debug

code: virtual void SetGameMode ( [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase) * GameModeBase )


description: If true, the world's ticking will be controlled by the remote client.

code: void SetManualWorldTickEnabled ( bool bEnable )


description: Sets the world that this session will use to find avatars for agents

code: virtual void SetWorld ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


description: Call all agents' Sense(), Think(), and Act() methods.

code: virtual void Tick ( float DeltaTime )


description: Resets the action duration flag if it has elapsed. Returns false if not reset yet or the agent is not found. Used with HasActionDurationElapsed by Manager.

code: bool TryResetActionDuration ( [FMLAdapter::FAgentID](API\Plugins\MLAdapter\FAgentID) AgentID )


className: UMLAdapterSession

description: Container for agents that exist in the world. Ticks the agents. Finds avatars for the agents.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMLAdapterSession : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AgentOpCS

type: FCriticalSectio...

AvatarToAgent

type: TMap< uint32,T...

CachedGameMode

type: TObjectPtr<AGa...

type: TObjectPtr<UWo...

LastTimestamp

type: float

OnAgentAvatarChanged

type: FOnAgentAvatarC...

OnBeginAgentRemove

type: FOnBeginAgentRe...

SimulationState

type: EMLAdapterSimSt...

WorldTicker

type: TSharedPtr<FWo...


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterAgent](API\Plugins\MLAdapter\Agents\UMLAdapterAgent) > GetAgentClass()


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterManager](API\Plugins\MLAdapter\Managers\UMLAdapterManager) > GetManagerClass()


code: static uint16 GetDefaultRPCServerPort()


description: UObjectinterface

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: UMLAdapterSettings ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: static [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UMLAdapterSession](API\Plugins\MLAdapter\Sessions\UMLAdapterSession) > GetSessionClass()


className: UMLAdapterSettings

description: Implements the settings for the MLAdapter plugin.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Plugins, defaultconfig, DisplayName="MLAdapter") class UMLAdapterSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DefaultAgentClass

type: FSoftClassPath


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

module: MLAdapterTestSuite

code: static [IMLAdapterTestSuiteModule](API\Plugins\MLAdapterTestSuite\IMLAdapterTestSuiteModule) & Get()


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: IMLAdapterTestSuiteModule

description: The public interface to this module

code: class IMLAdapterTestSuiteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: BeginDestroy

module: MLDeformerFramework

code: virtual void BeginDestroy()


className: CreateInputInfo

description:
Create the input info for this model.
A pointer to the newly created input info.

code: virtual [UMLDeformerInputInfo](API\Plugins\MLDeformerFramework\UMLDeformerInputInfo) * CreateInputInfo()


className: DoesSupportBones

description:
Defines whether this model supports bone transforms as input or not. On default this is set to return true as most models have bone rotations as inputs to the neural network.
Returns true when this model supports bones, or false otherwise.

code: virtual bool DoesSupportBones() const


className: CreateModelInstance

description:
Create a new instance of this model, to be used in combination with a specific component.
A pointer to the model instance.

code: virtual [UMLDeformerModelInstance](API\Plugins\MLDeformerFramework\UMLDeformerModelInstance) * CreateModelInstance ( [UMLDeformerComponent](API\Plugins\MLDeformerFramework\UMLDeformerComponent) * Component )


className: DoesSupportCurves

description:
Defines whether this model supports curves as inputs or not. A curve is just a single float value. On default this returns true.
Returns true when this model supports curves, or false otherwise.

code: virtual bool DoesSupportCurves() const


className: DoesSupportQualityLevels

description:
Does this model support deformer quality levels? For example Morph based models can disable certain morph targets based on this quality level. On default this is disabled for models. You can override this method and make it return true to support it. Morph based models on enable this on default.
Returns true when Deformer Quality is supported, otherwise false is returned.

code: virtual bool DoesSupportQualityLevels() const


className: EMLDeformerHeatMapMode

description: The heat map mode which selects what the colors of the heatmap represent.

code: enum EMLDeformerHeatMapMode { Activations = 0, GroundTruth, }


className: EMLDeformerVizMode

description: The visualization mode, which selects whether you want to view the training data, or test your already trained model.

code: enum EMLDeformerVizMode { TrainingData = 0, TestData, }


className: EMLDeformerMaskChannel

description: The channel to get the mask data from.

code: enum EMLDeformerMaskChannel { Disabled, VertexColorRed, VertexColorGreen, VertexColorBlue, VertexColorAlpha, }


description: Convert an array of floats to an array of Vector3's. A requirement is that the number of items in the float array is a multiple of 3 (xyz). The order of the float items must be like this: (x, y, z, x, y, z, x, y, z, ...). The OutVectorArray will be automatically resized internally.

code: void FloatArrayToVector3Array ( const [TArray](API\Runtime\Core\Containers\TArray)< float > & FloatArray, [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & OutVectorArray )


className: ExtractNumImportedSkinnedVertices

description:
Extract the number of imported (DCC) vertices from a skeletal mesh.
The number of imported vertices, which is the vertex count as seen in the DCC.

code: static int32 ExtractNumImportedSkinnedVertices ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh )


code: bool operator== ( const [FMLDeformerCurveReference](API\Plugins\MLDeformerFramework\FMLDeformerCurveReference) & Other ) const


code: bool operator!= ( const [FMLDeformerCurveReference](API\Plugins\MLDeformerFramework\FMLDeformerCurveReference) & Other ) const


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FMLDeformerCurveReference ( const [FName](API\Runtime\Core\UObject\FName) & InCurveName )


description: Todo: Fix up derived classes to implement newAllocateResources().

code: virtual void AllocateResources ( [FRDGBuilder](API\Runtime\RenderCore\FRDGBuilder) & GraphBuilder )


className: FMLDeformerCurveReference

description: A reference to a curve implemented as a name.

CurveName

type: FName

description: The name of the curve.


description: Collect parameter data required to dispatch work.

code: virtual void GatherDispatchData ( [FDispatchData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FDispatchData) const & InDispatchData )


className: FMLDeformerGeomCacheMeshMapping

description: A mapping between a geometry cache track and a mesh inside aUSkeletalMesh.

code: struct FMLDeformerGeomCacheMeshMapping

ImportedVertexToRenderVertexMap

type: TArray< int32 >


code: [TArray](API\Runtime\Core\Containers\TArray)< FVector3f > & GetGroundTruthPositions()


description: Validates that we are OK to dispatch work. Default implementation returns false.

code: virtual bool IsValid ( [FValidationData](API\Plugins\ComputeFramework\ComputeFramework\FComputeDataProviderRenderProxy\FValidationData) const & InValidationData ) const


code: FMLDeformerGraphDebugDataProviderProxy ( [UMLDeformerComponent](API\Plugins\MLDeformerFramework\UMLDeformerComponent) * DeformerComponent, [UMLDeformerAsset](API\Plugins\MLDeformerFramework\UMLDeformerAsset) * DeformerAsset, [UMLDeformerGraphDebugDataProvider](API\Plugins\MLDeformerFramework\UMLDeformerGraphDebugDataProvide-) * InProvider )


className: FMLDeformerGraphDebugDataProviderProxy

GroundTruthBuffer

type: FRDGBuffer*...

GroundTruthBufferSRV

type: FRDGBufferSRV&...

GroundTruthPositions

type: TArray< FVector...

Provider

type: TObjectPtr<UML...

SkeletalMeshObject

type: FSkeletalMeshOb...

VertexMapBufferSRV

type: FRHIShaderResou...


className: FMLDeformerModelOnPostEditProperty

description: DEPRECATED: Use FMLDeformerReinitModelInstancesDelegate instead.

code: class FMLDeformerModelOnPostEditProperty : public TBaseMulticastDelegate_OneParam< void, FPropertyChangedEvent & >


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FMLDeformerModule

description: The runtime module for the ML Deformer.

code: class FMLDeformerModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: int32 GetMaxActiveMorphs() const


code: void SetMaxActiveMorphs ( int32 NumMorphs )


className: FMLDeformerMorphModelQualityLevel

description: A quality level for the Morph Model. Each quality level contains the maximum number of active morph targets.


className: GUID

description: The GUID for this custom version number.

code: static const [FGuid](API\Runtime\Core\Misc\FGuid) GUID;


className: Type

code: enum Type { BeforeCustomVersionWasAdded, VersionPlusOne, LatestVersion = VersionPlusOne - 1, }


code: FMLDeformerObjectVersion()


className: FMLDeformerObjectVersion

description: Custom serialization version for backwards compatibility during de-serialization.

code: struct FMLDeformerObjectVersion


description: Get statistics.

code: int32 GetCycles() const


description: Get statistics.

code: int32 GetCyclesAverage() const


description: Get statistics.

code: int32 GetCyclesMax() const


description: Get statistics.

code: int32 GetCyclesMin() const


code: int32 GetHistorySize() const


code: int32 GetNumSamples() const


description: Main methods.

code: void SetHistorySize ( int32 NumHistoryItems )


code: FMLDeformerPerfCounter()


className: FMLDeformerPerfCounter

code: class FMLDeformerPerfCounter


className: FMLDeformerReinitModelInstancesDelegate

description: Delegate used to signal that theUMLDeformerModelInstanceshould be reinitialized. The ML Deformer component will connect to this to be informed about needing to reinit the instance.

code: typedef TMulticastDelegate_NoParams< void > FMLDeformerReinitModelInstancesDelegate


description: Initialize the GPU buffer based on some array with integers.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & InVertexMap )


className: FVertexMapBuffer

description: The vertex map, but in a GPU buffer. This map basically has a DCC vertex number for every render vertex. So if a cube requires 32 render vertices, there will be 32 ints inside this buffer, and each item in this buffer will in this specific example case contain a value between 0 and 7, as a cube has only 8 vertices.

code: class FVertexMapBuffer : public [FVertexBufferWithSRV](API\Runtime\RenderCore\FVertexBufferWithSRV)


className: GetAlignmentTransform

description:
Get the target mesh alignment tranformation. This is a transformation that is applied to the vertex positions of the target mesh, before we calculate the deltas between the linear skinned mesh and the target mesh. This is useful when you imported target mesh that isn't scaled the same, or perhaps it is rotated 90 degrees over the x axis. The alignment transform is then used to correct this and align both base and target mesh.
The alignment transformation. When set to Identity it will not do anything, which is its default.

code: const FTransform & GetAlignmentTransform() const


className: GetAlignmentTransformPropertyName


className: GetAnimSequence

description:
Get the animation sequence that is used during training. Each frame of this anim sequence will contain a training pose.
A pointer to the animation sequence used for training.

code: const [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * GetAnimSequence() const


className: GetBoneIncludeList

description:
Get the list of bones that we configured to be included during training. A bone reference is basically just a name of a bone. This can be different from the bone list inside the InputInfo property though. Please keep in mind that the BoneIncludeList is what is setup in the UI, but the InputInfo contains the actual list of what we trained on, so what we use during inference. A user could change this bone list after they trained a model, in which case the input info and this bone include list will contain different items.
The list of bones that should be included when performing the next training session.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FBoneReference](API\Runtime\Engine\Animation\FBoneReference) > & GetBoneIncludeList()


className: GetAnimSequencePropertyName


className: GetBoneIncludeListPropertyName


className: GetCurveIncludeList

description:
Get the list of curves that we configured to be included during training. A curve reference is basically just a name of a curve. This can be different from the curve list inside the InputInfo property though. Please keep in mind that the CurveIncludeList is what is setup in the UI, but the InputInfo contains the actual list of what we trained on, so what we use during inference. A user could change this curve list after they trained a model, in which case the input info and this curve include list will contain different items.
The list of curves that should be included when performing the next training session.

code: [TArray](API\Runtime\Core\Containers\TArray)< [FMLDeformerCurveReference](API\Plugins\MLDeformerFramework\FMLDeformerCurveReference) > & GetCurveIncludeList()


className: GetCurveIncludeListPropertyName


className: GetDefaultDeformerGraphAssetPath

description:
Get the default deformer graph asset path that this model uses, or an empty string if it doesn't require any deformer graph. An example is some string like: "/DeformerGraph/Deformers/DG_LinearBlendSkin_Morph_Cloth_RecomputeNormals.DG_LinearBlendSkin_Morph_Cloth_RecomputeNormals".
The asset path of the deformer graph that should be used on default. This can return an empty string when no deformer graph is required.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDefaultDeformerGraphAssetPath() const


className: GetDeformerAsset

description:
Get the ML deformer asset that this model is part of.
A pointer to the ML deformer asset.

code: [UMLDeformerAsset](API\Plugins\MLDeformerFramework\UMLDeformerAsset) * GetDeformerAsset() const


className: GetDeltaCutoffLength

description:
Get the delta cutoff length. Deltas that have a length larger than this length will be set to zero. This can be useful when there are some vertices that due to incorrect data have a very long length. Skipping those deltas will prevent issues.
The length after which deltas will be ignored. So anything delta length larger than this value will be ignored.

code: float GetDeltaCutoffLength() const


className: GetDeltaCutoffLengthPropertyName


className: GetDisplayName

description:
Get the display name of this model. This will also define with what name this model will appear inside the UI. On default this will return the class name.
The name of the model.

code: virtual [FString](API\Runtime\Core\Containers\FString) GetDisplayName() const


className: GetInputInfo

description:
Get the input information, which is information about the inputs to the deformer. Inputs are things like bone transforms and curve values.
A pointer to the input info object.

code: [UMLDeformerInputInfo](API\Plugins\MLDeformerFramework\UMLDeformerInputInfo) * GetInputInfo() const


className: GetGPUMemUsageInBytes

description:
Get the GPU memory usage for this model.
The number of bytes that this model uses.

code: uint64 GetGPUMemUsageInBytes() const


className: GetMaxTrainingFramesPropertyName


className: GetMemUsageInBytes

description:
Get the memory usage for this model.
The number of bytes that this model uses.

code: uint64 GetMemUsageInBytes ( [UE::MLDeformer::EMemUsageRequestFlags](API\Plugins\MLDeformerFramework\UE__MLDeformer__EMemUsageRequest-) Flags ) const


className: GetNeuralNetworkModifyDelegate

description:
Get the neural network modified delegate. This triggers when the neural network pointers changes.
A reference to the delegate.


className: GetNumBaseMeshVerts

description:
Get the number of vertices in the base mesh (linear skinned skeletal mesh). This is the number of vertices in the DCC, so not the render vertex count.
The number of imported vertices inside linear skinned skeletal mesh.

code: int32 GetNumBaseMeshVerts() const


className: GetNumFloatsPerBone

description:
Get the number of floats used to represent a single bone rotation, used as input to the neural networks.
The number of floats per individual bone.

code: virtual int32 GetNumFloatsPerBone() const


className: GetNumFloatsPerCurve

code: virtual int32 GetNumFloatsPerCurve() const


className: GetReinitModelInstanceDelegate

description: Get the delegate which will be called when to inform when the model instance needs to be reinitailized. The ML Deformer component will hook into this for example. This is broadcast when something changes in the structure, such as when training finished and the neural network changed.


className: GetNumTargetMeshVerts

description:
Get the number of vertices of the target mesh. This is the number of vertices in the DCC, so not the render vertex count.
The number of imported vertices inside the target mesh.

code: int32 GetNumTargetMeshVerts() const


className: GetShouldIncludeBonesPropertyName

description: Deprecated* This property has been removed and shouldn't be used anymore.


className: GetShouldIncludeCurvesPropertyName


className: GetSkeletalMesh

description:
Get the skeletal mesh that is used during training. You typically want to apply the ML Deformer on this specific skeletal mesh in your game as well.
A pointer to the skeletal mesh.

code: const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * GetSkeletalMesh() const


className: GetSkeletalMeshPropertyName

description: Get property names.


className: GetSkeleton

code: virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( bool & bInvalidSkeletonIsError, const [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) * PropertyHandle )


className: GetTrainingFrameLimit

description:
Get the maximum number of training frames to use during training. Your training anim sequence might contain say 10000 frames, but for quickly iterating you might want to train on only 2000 frames instead. You can do this by setting the maximum training frames to 2000.
The max number of frames to use during training.

code: int32 GetTrainingFrameLimit() const


className: GetVertexMap

description:
The mapping that maps from render vertices into dcc vertices. The length of this array is the same as the number of render vertices in the skeletal mesh. For a cube with 32 render vertices, the item values would be between 0..7 as in the dcc the cube has 8 vertices.
A reference to the array that contains the DCC vertex number for each render vertex.

code: const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & GetVertexMap() const