className: ULearningAgentsReward

description: For functions in this file, we are favoring having more verbose names such as "AddFloatReward" vs simply "Add" in order to keep it easy to find the correct function in blueprints. Base class for all rewards/penalties. Rewards are used during reinforcement learning to encourage/discourage certain behaviors from occurring.

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

AgentIteration

description: Number of times this reward has been set for all agents

AgentTrainer

description: Reference to the Trainer this reward is associated with.

VisualLogColor

description: Color used to draw this reward in the visual log


description: Describes this reward to the visual logger for debugging purposes.

module: LearningAgentsTraining

code: virtual void VisualLog ( const [UE::Learning::FIndexSet](API\Plugins\Learning\FIndexSet) Instances ) const


description: Used by objects derived fromULearningAgentsCompletionto add themselves to this trainer during their creation. You shouldn't need to call this directly.

code: void AddCompletion ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ULearningAgentsCompletion) > Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Learning::FCompletionObject](API\Plugins\Learning\FCompletionObject) > & Completion )


description: Used by objects derived fromULearningAgentsRewardto add themselves to this trainer during their creation. You shouldn't need to call this directly.

code: void AddReward ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULearningAgentsReward](API\Plugins\LearningAgentsTraining\ULearningAgentsReward) > Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Learning::FRewardObject](API\Plugins\Learning\FRewardObject) > & Reward )


description: Will automatically call EndTraining if training is still in-progress when play is ending.

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Begins the training process with the provided settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void BeginTraining ( const [FLearningAgentsTrainerTrainingSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerTrainingSe-) & TrainerTrainingSettings, const [FLearningAgentsTrainerGameSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerGameSettin-) & TrainerGameSettings, const [FLearningAgentsTrainerPathSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerPathSettin-) & TrainerPathSettings, const [FLearningAgentsCriticSettings](API\Plugins\LearningAgents\FLearningAgentsCriticSettings) & CriticSettings, const bool bReinitializePolicyNetwork, const bool bReinitializeCriticNetwork, const bool bResetAgentsOnBegin )


description: Stops the training process.


description: Call this function when it is time to evaluate the completions for your agents. This should be done at the beginning of each iteration of your training loop after the initial step, i.e. after taking an action, you want to get into the next state before evaluating the completions.


description: Call this function when it is time to evaluate the rewards for your agents. This should be done at the beginning of each iteration of your training loop after the initial step, i.e. after taking an action, you want to get into the next state before evaluating the rewards.


description:
Gets the current reward for an agent according to the critic. Should be called only after EvaluateRewards.
The reward

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(AgentId="-1")) float GetReward ( const int32 AgentId ) const


description:
Returns true if the trainer has failed to communicate with the external training process. This can be used in combination with RunTraining to avoid filling the logs with errors.
True if the training has failed. Otherwise, false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents") bool HasTrainingFailed() const


description:
Gets if the agent will complete the episode or not according to the given set of completions. Should be called only after EvaluateCompletions.
If the agent will complete the episode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(AgentId="-1")) bool IsCompleted ( const int32 AgentId, [ELearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ELearningAgentsCompletion) & OutCompletion ) const


description: Returns true if the trainer is currently training; Otherwise, false.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents") const bool IsTraining() const


description: Called whenever agents are added to the parentALearningAgentsManagerobject.

code: virtual void OnAgentsAdded ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


description: Called whenever agents are reset on the parentALearningAgentsManagerobject.

code: virtual void OnAgentsReset ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


description: Call this function at the end of each step of your training loop. This takes the current observations/actions/ rewards and moves them into the episode experience buffer. All agents with full episode buffers or those which have been signaled complete will be reset. If enough experience is gathered, it will be sent to the training process and an iteration of training will be run and the updated policy will be synced back.


description: Convenience function that runs a basic training loop. If training has not been started, it will start it, and then call RunInference. On each following call to this function, it will call EvaluateRewards, EvaluateCompletions, and ProcessExperience, followed by RunInference.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void RunTraining ( const [FLearningAgentsTrainerTrainingSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerTrainingSe-) & TrainerTrainingSettings, const [FLearningAgentsTrainerGameSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerGameSettin-) & TrainerGameSettings, const [FLearningAgentsTrainerPathSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerPathSettin-) & TrainerPathSettings, const [FLearningAgentsCriticSettings](API\Plugins\LearningAgents\FLearningAgentsCriticSettings) & CriticSettings, const bool bReinitializePolicyNetwork, const bool bReinitializeCriticNetwork, const bool bResetAgentsOnBegin )


description: GetAgentto get the agent corresponding to each id.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="LearningAgents") void ResetEpisodes ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


description: Called whenever agents are removed from the parentALearningAgentsManagerobject.

code: virtual void OnAgentsRemoved ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="LearningAgents") void SetCompletions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent, Category="LearningAgents") void SetRewards ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds )


description: Initializes this object and runs the setup functions for rewards and completions.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetupTrainer ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, [ULearningAgentsPolicy](API\Plugins\LearningAgents\ULearningAgentsPolicy) * InPolicy, [ULearningAgentsCritic](API\Plugins\LearningAgents\ULearningAgentsCritic) * InCritic, const [FLearningAgentsTrainerSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerSettings) & TrainerSettings )


description: These constructors/destructors are needed to make forward declarations happy

code: ULearningAgentsTrainer()


code: ULearningAgentsTrainer ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


code: virtual ~ULearningAgentsTrainer()


description: LearningAgentsRewards.hfor the list of available rewards/penalties.


description: LearningAgentsCompletions.hfor the list of available completions.


className: ULearningAgentsTrainer

description: ULearningAgentsInteractorto understand how observations and actions work.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Blueprintable) class ULearningAgentsTrainer : public [ULearningAgentsManagerComponent](API\Plugins\LearningAgents\ULearningAgentsManagerComponent)


description:
Adds a new directional velocity reward to the given trainer. Call duringULearningAgentsTrainer::SetupRewardsevent.
The newly created reward.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [ULocalDirectionalVelocityReward](API\Plugins\LearningAgentsTraining\ULocalDirectionalVelocityReward) * AddLocalDirectionalVelocityReward ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Weight, const float Scale, const FVector Axis )


description: Describes this reward to the visual logger for debugging purposes.

code: virtual void VisualLog ( const [UE::Learning::FIndexSet](API\Plugins\Learning\FIndexSet) Instances ) const


description: Sets the data for this reward. Call duringULearningAgentsTrainer::SetRewardsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetLocalDirectionalVelocityReward ( const int32 AgentId, const FVector Velocity, const FRotator RelativeRotation )


description:
Adds a new planar position difference completion to the given trainer. The axis parameters define the plane. Call duringULearningAgentsTrainer::SetupCompletionsevent.
The newly created completion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UPlanarPositionDifferenceCompletion](API\Plugins\LearningAgentsTraining\UPlanarPositionDifferenceComplet-) * AddPlanarPositionDifferenceCompletion ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Threshold, const [ELearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ELearningAgentsCompletion) InCompletionMode, const FVector Axis0, const FVector Axis1 )


className: ULocalDirectionalVelocityReward

description: A reward for maximizing velocity along a given local axis.


description: Describes this completion to the visual logger for debugging purposes.


description: Sets the data for this completion. Call duringULearningAgentsTrainer::SetCompletionsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarPositionDifferenceCompletion ( const int32 AgentId, const FVector Position0, const FVector Position1 )


className: UPlanarPositionDifferenceCompletion

description: A completion for if two positions differ by some threshold in a plane, e.g. if the agent gets too far from a starting position.


description:
Adds a new planar difference penalty to the given trainer. The axis parameters define the plane. Call duringULearningAgentsTrainer::SetupRewardsevent.
The newly created reward.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UPlanarPositionDifferencePenalty](API\Plugins\LearningAgentsTraining\UPlanarPositionDifferencePenalty) * AddPlanarPositionDifferencePenalty ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Weight, const float Scale, const float Threshold, const FVector Axis0, const FVector Axis1 )


description: Sets the data for this penalty. Call duringULearningAgentsTrainer::SetRewardsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarPositionDifferencePenalty ( const int32 AgentId, const FVector Position0, const FVector Position1 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UPlanarPositionSimilarityCompletion](API\Plugins\LearningAgentsTraining\UPlanarPositionSimilarityComplet-) * AddPlanarPositionSimilarityCompletion ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Threshold, const [ELearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ELearningAgentsCompletion) InCompletionMode, const FVector Axis0, const FVector Axis1 )


className: UPlanarPositionDifferencePenalty

description: A penalty for being far from a goal position in a plane.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarPositionSimilarityCompletion ( const int32 AgentId, const FVector Position0, const FVector Position1 )


className: UPlanarPositionSimilarityCompletion

description: A completion for if two positions are near by some threshold in a plane, e.g. if the agent gets close to a position.


description:
Adds a new position array similarity reward to the given trainer. Call duringULearningAgentsTrainer::SetupRewardsevent.
The newly created reward.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UPositionArraySimilarityReward](API\Plugins\LearningAgentsTraining\UPositionArraySimilarityReward) * AddPositionArraySimilarityReward ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 PositionNum, const float Scale, const float Weight )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPositionArraySimilarityReward ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Positions0, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Positions1, const FVector RelativePosition0, const FVector RelativePosition1, const FRotator RelativeRotation0, const FRotator RelativeRotation1 )


className: UPositionArraySimilarityReward

description: A reward for minimizing the distances of positions in the given arrays.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarVelocityReward ( const int32 AgentId, const float Velocity )


description:
Adds a new scalar velocity reward to the given trainer. Call duringULearningAgentsTrainer::SetupRewardsevent.
The newly created reward.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UScalarVelocityReward](API\Plugins\LearningAgentsTraining\UScalarVelocityReward) * AddScalarVelocityReward ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Weight, const float Scale )


className: UScalarVelocityReward

description: A reward for maximizing speed.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UScalarVelocityReward : public [ULearningAgentsReward](API\Plugins\LearningAgentsTraining\ULearningAgentsReward)


description:
Adds a new time elapsed completion to the given trainer. Call duringULearningAgentsTrainer::SetupCompletionsevent.
The newly created completion.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InAgentTrainer")) static [UTimeElapsedCompletion](API\Plugins\LearningAgentsTraining\UTimeElapsedCompletion) * AddTimeElapsedCompletion ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Threshold, const [ELearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ELearningAgentsCompletion) InCompletionMode )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetTimeElapsedCompletion ( const int32 AgentId, const float Time )


className: UTimeElapsedCompletion

description: A completion for if a given amount of time has elapsed.


module: LearningTraining

code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetActions ( const int32 InstanceIdx ) const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetEpisodeFinalObservations() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const int32 > GetEpisodeStepNums() const


code: const int32 GetMaxInstanceNum() const


code: const int32 GetMaxStepNum() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetObservations ( const int32 InstanceIdx ) const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const float > GetRewards ( const int32 InstanceIdx ) const


description: Push new experience to the buffer

code: void Push ( const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > InObservations, const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > InActions, const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const float > InRewards, const [FIndexSet](API\Plugins\Learning\FIndexSet) Instances )


description: Reset the buffer for the given set of instances

code: void Reset ( const [FIndexSet](API\Plugins\Learning\FIndexSet) Instances )


description: Resize the experience buffer

code: void Resize ( const int32 InMaxInstanceNum, const int32 InMaxStepNum, const int32 InObservationVectorDimNum, const int32 InActionVectorDimNum )


className: FImitationTrainerNetworkSettings

description: Settings for the network used for training. These settings must match the Neural Network objects passed to ImitationTrainer::Train.

code: struct FImitationTrainerNetworkSettings

PolicyActionNoiseMax

type: float

description: Maximum action noise used by the policy

PolicyActionNoiseMin

description: Minimum action noise used by the policy

PolicyActivationFunction

type: EActivationFunc...

description: Activation function to use on hidden layers of the policy network

PolicyHiddenLayerSize

description: Number of neurons in each hidden layer of the policy network

PolicyLayerNum

description: Total layers for policy network including input, hidden, and output layers


className: FImitationTrainerTrainingSettings

BatchSize

description: Batch size to use for training.

bUseTensorboard

type: bool

description: If to use TensorBoard for logging and tracking the training progress.

Device

type: ETrainerDevice

description: Which device to use for training.

IterationNum

description: Number of iterations to train the network for.

LearningRateActor

description: Learning rate of the actor network. Typical values are between 0.001f and 0.0001f.

LearningRateDecay

description: Ratio by which to decay the learning rate every 1000 iterations.

Seed

description: Random seed to use for training.

WeightDecay

description: Amount of weight decay to apply to the network.


className: FEpisodeBuffer

description: Buffer storing the observations, actions, and rewards of multiple instances over an episode

code: struct FEpisodeBuffer


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()


className: FLearningTrainingModule

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


className: FPPOTrainerNetworkSettings

description: Settings for the networks used for training PPO. These settings must match the Neural Network objects passed to PPOTrainer::Train and the action noise must match the action noise used by the policy while gathering experience.

code: struct FPPOTrainerNetworkSettings

CriticActivationFunction

description: Activation function to use on hidden layers of the critic network

CriticHiddenLayerSize

description: Number of neurons in each hidden layer of the critic network

CriticLayerNum

description: Total layers for critic network including input, hidden, and output layers

PolicyActionNoiseMax

description: Maximum action noise used by the policy

PolicyActionNoiseMin

description: Minimum action noise used by the policy


description:
Add a set of episodes to the replay buffer
True when the replay buffer is full

code: bool AddEpisodes ( const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const [ECompletionMode](API\Plugins\Learning\UE__Learning__ECompletionMode) > InEpisodeCompletionModes, const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > InEpisodeFinalObservations, const [FEpisodeBuffer](API\Plugins\LearningTraining\FEpisodeBuffer) & EpisodeBuffer, const [FIndexSet](API\Plugins\Learning\FIndexSet) Instances, const bool bAddTruncatedEpisodeWhenFull )


description: IModuleInterfaceimplementation

code: virtual void StartupModule()


className: FPPOTrainerTrainingSettings

description: Settings used for training with PPO

code: struct FPPOTrainerTrainingSettings

ActionRegularizationWeight

description: Weight used to regularize actions.

bAdvantageNormalization

description: When true, advantages are normalized.

BatchSize

description: Batch size to use for training.

bClipAdvantages

description: When true, very large or small advantages will be clipped.

Device

description: Which device to use for training.

DiscountFactor

description: The discount factor causes future rewards to be scaled down so that the policy will favor near-term rewards over potentially uncertain long-term rewards.

EntropyWeight

description: Weighting used for the entropy bonus.

EpsilonClip

description: Clipping ratio to apply to policy updates.

GaeLambda

description: This is used in the Generalized Advantage Estimation as what is essentially an exponential smoothing/decay.

InitialActionScale

description: Initial scale to apply to actions before noise is added to them.

LearningRateCritic

description: Learning rate of the critic network.

LearningRatePolicy

description: Learning rate of the policy network. Typical values are between 0.001f and 0.0001f.

Seed

description: Random Seed to use for training.

TrimEpisodeEndStepNum

description: Number of steps to trim from the end of each episode during training.

TrimEpisodeStartStepNum

description: Number of steps to trim from the start of each episode during training.


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetActions() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const [ECompletionMode](API\Plugins\Learning\UE__Learning__ECompletionMode) > GetEpisodeCompletionModes() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetEpisodeFinalObservations() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const int32 > GetEpisodeLengths() const


code: const int32 GetEpisodeNum() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const int32 > GetEpisodeStarts() const


code: const int32 GetMaxEpisodeNum() const


code: const int32 GetMaxStepNum() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > GetObservations() const


code: const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, const float > GetRewards() const


code: const int32 GetStepNum() const


description: Reset the replay buffer. Does not free memory - just resets episode and sample num to zero.

code: void Reset()


description: Resizes the replay buffer.

code: void Resize ( const int32 InObservationVectorDimNum, const int32 InActionVectorDimNum, const int32 InMaxEpisodeNum, const int32 InMaxStepNum )


className: FReplayBuffer

description: Large buffer that sequentially concatenates a series of episodes in a large flat array. Used to collate episodic data together from multiple instances.

code: struct FReplayBuffer


description:
Check if a new policy is available or if training is complete.
If there is a new policy ready or training is complete.

code: virtual bool HasPolicyOrCompleted()


description:
Wait for the training process to be ready and push an updated policy to the shared memory.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendPolicy ( const [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & Network, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer and pull an updated policy.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) RecvPolicy ( [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & OutNetwork, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Push experience to the trainer.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendExperience ( const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > ObservationVectors, const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > ActionVectors, const float Timeout, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Signal for the trainer to stop.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendStop ( const float Timeout )


description: Terminate the trainer immediately.

code: virtual void Terminate()


description:
Wait for the trainer to finish.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) Wait ( const float Timeout )


description: Create a new imitation trainer sub-process

code: FSharedMemoryImitationTrainer ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & PythonExecutablePath, const [FString](API\Runtime\Core\Containers\FString) & SitePackagesPath, const [FString](API\Runtime\Core\Containers\FString) & PythonContentPath, const [FString](API\Runtime\Core\Containers\FString) & IntermediatePath, const int32 MaxSampleNum, const int32 ObservationDimNum, const int32 ActionDimNum, const [FImitationTrainerTrainingSettings](API\Plugins\LearningTraining\FImitationTrainerTrainingSetting-) & TrainingSettings, const [FImitationTrainerNetworkSettings](API\Plugins\LearningTraining\FImitationTrainerNetworkSettings) & NetworkSettings, const [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) TrainerFlags, const [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) TrainingProcessFlags, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


code: ~FSharedMemoryImitationTrainer()


description:
Wait for the trainer to push an updated policy network.
Trainer response


description:
Wait for the trainer to push an updated critic network.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) RecvCritic ( [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & OutNetwork, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


className: FSharedMemoryImitationTrainer

description: Object used to create and communicate with the Python training sub-process

code: struct FSharedMemoryImitationTrainer : public [UE::Learning::IImitationTrainer](API\Plugins\LearningTraining\IImitationTrainer)


description:
Wait for the trainer to be ready and push the current critic network.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendCritic ( const [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & Network, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer to be ready and push new experience.
Trainer response

code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendExperience ( const [FReplayBuffer](API\Plugins\LearningTraining\FReplayBuffer) & ReplayBuffer, const float Timeout, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer to be ready and push the current policy network.
Trainer response


description: Signal for the trainer to stop.


description: Creates a new Shared Memory PPO trainer

code: FSharedMemoryPPOTrainer ( const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FString](API\Runtime\Core\Containers\FString) & PythonExecutablePath, const [FString](API\Runtime\Core\Containers\FString) & SitePackagesPath, const [FString](API\Runtime\Core\Containers\FString) & PythonContentPath, const [FString](API\Runtime\Core\Containers\FString) & IntermediatePath, const [FReplayBuffer](API\Plugins\LearningTraining\FReplayBuffer) & ReplayBuffer, const [FPPOTrainerTrainingSettings](API\Plugins\LearningTraining\FPPOTrainerTrainingSettings) & TrainingSettings, const [FPPOTrainerNetworkSettings](API\Plugins\LearningTraining\FPPOTrainerNetworkSettings) & NetworkSettings, const [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) TrainerFlags, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings, const [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) TrainingProcessFlags, const uint16 ProcessNum, const [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) MultiProcessFlags )


code: ~FSharedMemoryPPOTrainer()


className: FSharedMemoryPPOTrainer

description: This trainer is the most simple and efficient when training the policy on the same computer that experience is being gathered on.

code: struct FSharedMemoryPPOTrainer : public [UE::Learning::IPPOTrainer](API\Plugins\LearningTraining\IPPOTrainer)


code: ~FSocketImitationTrainer()


description: Create a new socket-based imitation trainer

code: FSocketImitationTrainer ( [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) & OutResponse, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const int32 MaxSampleNum, const int32 ObservationDimNum, const int32 ActionDimNum, const TCHAR * IpAddress, const uint32 Port, const float Timeout, const [FImitationTrainerTrainingSettings](API\Plugins\LearningTraining\FImitationTrainerTrainingSetting-) & TrainingSettings, const [FImitationTrainerNetworkSettings](API\Plugins\LearningTraining\FImitationTrainerNetworkSettings) & NetworkSettings, const [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) TrainerFlags )


className: FSocketImitationTrainer

code: struct FSocketImitationTrainer : public [UE::Learning::IImitationTrainer](API\Plugins\LearningTraining\IImitationTrainer)


description: Check if the server process is still running

code: bool IsRunning() const


description: Terminate the server process

code: void Terminate()


description:
Wait for the server process to end
true if successful, otherwise false if it times out

code: bool Wait ( float Timeout )


code: ~FSocketImitationTrainerServerProcess()


className: FSocketImitationTrainerServerProcess

description: This object allows you to launch theFSocketImitationTrainerserver as a subprocess, which is convenient when you want to train using it locally.


code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) RecvPolicy ( [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & OutNetwork, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description: Terminate the trainer immediately.

code: virtual void Terminate()


code: virtual [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) Wait ( const float Timeout )


description: Creates a new Socket PPO trainer

code: FSocketPPOTrainer ( [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) & OutResponse, const [FString](API\Runtime\Core\Containers\FString) & TaskName, const [FReplayBuffer](API\Plugins\LearningTraining\FReplayBuffer) & ReplayBuffer, const TCHAR * IpAddress, const uint32 Port, const float Timeout, const [FPPOTrainerTrainingSettings](API\Plugins\LearningTraining\FPPOTrainerTrainingSettings) & TrainingSettings, const [FPPOTrainerNetworkSettings](API\Plugins\LearningTraining\FPPOTrainerNetworkSettings) & NetworkSettings, const [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) TrainerFlags )


description: Creates a training server as a subprocess

code: FSocketImitationTrainerServerProcess ( const [FString](API\Runtime\Core\Containers\FString) & PythonExecutablePath, const [FString](API\Runtime\Core\Containers\FString) & SitePackagesPath, const [FString](API\Runtime\Core\Containers\FString) & PythonContentPath, const [FString](API\Runtime\Core\Containers\FString) & IntermediatePath, const TCHAR * IpAddress, const uint32 Port, const [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) TrainingProcessFlags, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


className: FSocketPPOTrainer

description: This trainer can be used to allow the python training process the run on a different machine to the experience gathering process.

code: struct FSocketPPOTrainer : public [UE::Learning::IPPOTrainer](API\Plugins\LearningTraining\IPPOTrainer)


code: FSocketPPOTrainerServerProcess ( const [FString](API\Runtime\Core\Containers\FString) & PythonExecutablePath, const [FString](API\Runtime\Core\Containers\FString) & SitePackagesPath, const [FString](API\Runtime\Core\Containers\FString) & PythonContentPath, const [FString](API\Runtime\Core\Containers\FString) & IntermediatePath, const TCHAR * IpAddress, const uint32 Port, const [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) TrainingProcessFlags, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


code: ~FSocketPPOTrainerServerProcess()


className: FSocketPPOTrainerServerProcess

description: This object allows you to launch theFSocketPPOTrainerserver as a subprocess, which is convenient when you want to train using it locally.

code: struct FSocketPPOTrainerServerProcess


description:
Wait for the trainer and pull an updated policy.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) RecvPolicy ( [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & OutNetwork, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Push experience to the trainer.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendExperience ( const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > ObservationVectors, const [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 2, const float > ActionVectors, const float Timeout, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the training process to be ready and push an updated policy to the shared memory.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendPolicy ( const [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & Network, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Signal for the trainer to stop.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendStop ( const float Timeout )


description: Terminate the trainer immediately.


description:
Wait for the trainer to finish.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) Wait ( const float Timeout )


code: virtual ~IImitationTrainer()


className: IImitationTrainer

description: Interface for an object which can train a policy from experience using imitation learning.

code: struct IImitationTrainer


description:
Wait for the trainer to push an updated critic network.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) RecvCritic ( [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & OutNetwork, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer to push an updated policy network.
Trainer response


description:
Wait for the trainer to be ready and push new experience.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendExperience ( const [FReplayBuffer](API\Plugins\LearningTraining\FReplayBuffer) & ReplayBuffer, const float Timeout, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer to be ready and push the current critic network.
Trainer response

code: [ETrainerResponse](API\Plugins\LearningTraining\UE__Learning__ETrainerResponse) SendCritic ( const [FNeuralNetwork](API\Plugins\Learning\FNeuralNetwork) & Network, const float Timeout, FRWLock * NetworkLock, const [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) LogSettings )


description:
Wait for the trainer to be ready and push the current policy network.
Trainer response


description: Signal for the trainer to stop.


className: TSharedMemoryArrayView

description: Basic struct containing a view to a shared memory region, its guid, and a pointer to that region which is used for deallocation.

code: template<uint8 DimNum, typename ElementType> struct TSharedMemoryArrayView

Guid

type: FGuid

Region

type: FPlatformMemory...

View

type: TLearningArrayV...


className: IPPOTrainer

description: Interface for an object which can train a policy using PPO.

code: struct IPPOTrainer


description: ImitationTrainer flags controlling some aspects of the process of communication with the trainer

code: namespace UE { namespace Learning { enum EImitationTrainerFlags { None = 0, UseInitialPolicyNetwork = 1 << 0, } } }


description: PPOTrainer flags controlling some aspects of the process of communication with the trainer

code: namespace UE { namespace Learning { enum EPPOTrainerFlags { None = 0, UseInitialPolicyNetwork = 1 << 0, UseInitialCriticNetwork = 1 << 1, SynchronizeCriticNetwork = 1 << 2, } } }


description: Subprocess flags

code: namespace UE { namespace Learning { enum ESubprocessFlags { None = 0, ShowWindow = 1 << 0, NoRedirectOutput = 1 << 1, } } }


description: Type of response from a Trainer

code: namespace UE { namespace Learning { enum ETrainerResponse { Success = 0, Unexpected = 1, Completed = 2, Stopped = 3, Timeout = 4, } } }


description: Training Device

code: namespace UE { namespace Learning { enum ETrainerDevice { CPU = 0, GPU = 1, } } }


code: namespace UE { namespace Learning { [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) & UE::Learning::operator&= ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) & Lhs, [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Rhs ) } }


code: namespace UE { namespace Learning { [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) & UE::Learning::operator&= ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) & Lhs, [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Rhs ) } }


code: namespace UE { namespace Learning { [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) & UE::Learning::operator&= ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) & Lhs, [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Rhs ) } }


code: namespace UE { namespace Learning { [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) & UE::Learning::operator^= ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) & Lhs, [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Rhs ) } }


code: namespace UE { namespace Learning { [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) & UE::Learning::operator^= ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) & Lhs, [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Rhs ) } }


code: namespace UE { namespace Learning { [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) & UE::Learning::operator^= ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) & Lhs, [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) UE::Learning::operator& ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Lhs, [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) UE::Learning::operator& ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Lhs, [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) UE::Learning::operator& ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Lhs, [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) UE::Learning::operator^ ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Lhs, [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) UE::Learning::operator^ ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Lhs, [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) Rhs ) } }


code: namespace UE { namespace Learning { constexpr [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) UE::Learning::operator^ ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Lhs, [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) Rhs ) } }


code: namespace UE { namespace Learning { constexpr bool UE::Learning::operator! ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) E ) } }


code: namespace UE { namespace Learning { constexpr bool UE::Learning::operator! ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) E ) } }


code: namespace UE { namespace Learning { constexpr bool UE::Learning::operator! ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) E ) } }


code: namespace UE { namespace Learning { constexpr [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) UE::Learning::operator~ ( [EImitationTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EImitationTrainerF-) E ) } }


code: namespace UE { namespace Learning { constexpr [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) UE::Learning::operator~ ( [EPPOTrainerFlags](API\Plugins\LearningTraining\UE__Learning__EPPOTrainerFlags) E ) } }


code: namespace UE { namespace Learning { constexpr [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) UE::Learning::operator~ ( [ESubprocessFlags](API\Plugins\LearningTraining\UE__Learning__ESubprocessFlags) E ) } }


description:
Allocate a region of shared memory.
View of the shared memory region, guid, and pointer required for unmapping

code: namespace UE { namespace Learning { namespace SharedMemory { template<uint8 DimNum, typename ElementType> [TSharedMemoryArrayView](API\Plugins\LearningTraining\TSharedMemoryArrayView)< DimNum, ElementType > UE::Learning::SharedMemory::Allocate ( const [TLearningArrayShape](API\Plugins\Learning\TLearningArrayShape)< DimNum > & Shape ) } } }


description: Deallocate the region of shared memory

code: namespace UE { namespace Learning { namespace SharedMemory { template<uint8 DimNum, typename ElementType> void UE::Learning::SharedMemory::Deallocate ( [TSharedMemoryArrayView](API\Plugins\LearningTraining\TSharedMemoryArrayView)< DimNum, ElementType > & Memory ) } } }


description:
Map a view of a region of shared memory.
View of the shared memory region, guid, and pointer required for unmapping

code: namespace UE { namespace Learning { namespace SharedMemory { template<uint8 DimNum, typename ElementType> [TSharedMemoryArrayView](API\Plugins\LearningTraining\TSharedMemoryArrayView)< DimNum, ElementType > UE::Learning::SharedMemory::Map ( const [FGuid](API\Runtime\Core\Misc\FGuid) Guid, const [TLearningArrayShape](API\Plugins\Learning\TLearningArrayShape)< DimNum > & Shape, const bool bCreate ) } } }


description: Unmaps the view of the region of shared memory

code: namespace UE { namespace Learning { namespace SharedMemory { template<uint8 DimNum, typename ElementType> void UE::Learning::SharedMemory::Unmap ( [TSharedMemoryArrayView](API\Plugins\LearningTraining\TSharedMemoryArrayView)< DimNum, ElementType > & Memory ) } } }


description: Default Log Settings to use during communication.

code: namespace UE { namespace Learning { namespace Trainer { static constexpr [ELogSetting](API\Plugins\Learning\UE__Learning__ELogSetting) UE::Learning::Trainer::DefaultLogSettings = ELogSetting::Silent; } } }


description: Default Port to use for networked training

code: namespace UE { namespace Learning { namespace Trainer { static constexpr uint32 UE::Learning::Trainer::DefaultPort = 48491; } } }


description: No constructors are accessible with public or protected access.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULearningSocketImitationTrainerServerCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ULearningSocketPPOTrainerServerCommandlet : public [UCommandlet](API\Runtime\Engine\Commandlets\UCommandlet)


description: Default Timeout to use during communication.

code: namespace UE { namespace Learning { namespace Trainer { static constexpr float UE::Learning::Trainer::DefaultTimeout = 10.0f; } } }


className: EArucoDictionary

description: Enumeration of known Aruco dictionaries

module: LedWallCalibration


description: Default IP to use for networked training

code: namespace UE { namespace Learning { namespace Trainer { static constexpr const TCHAR * UE::Learning::Trainer::DefaultIp = TEXT("127.0.0.1"); } } }


description:
Returns name of selected Aruco dictionary
Name of selected Aruco dictionary


className: FLedWallArucoGenerationOptions

description: Structure that can be passed to the Aruco generation function

ArucoDictionary

type: TEnumAsByte<EA...

description: Aruco dictionary to use when generating the markers

MarkerId

description: Starting marker Id. Arucos will be generated with consecutive Marker Ids, starting from this one

PlaceModulus

description: Used to avoid using up the symbols in the dictionary as quickly.

TextureHeight

description: Height of the texture that will contain the Aruco markers

TextureWidth

description: Width of the texture that will contain the Aruco markers


description:
Populates calibration points and generates a texture with Aruco markers. It finds the CalibrationPointComponent's parent, which is expected to be a StaticMeshComponent, and finds the led panels in it (it expects its triangles to have 3 corners of any given panel. It then generates an Aruco marker for each detected panel and populates its named calibration point corners.
True if successful

code: static bool GenerateArucosForCalibrationPoint ( [UCalibrationPointComponent](API\Plugins\CameraCalibrationCore\UCalibrationPointComponent) * CalibrationPoint, const [FLedWallArucoGenerationOptions](API\Plugins\LedWallCalibration\FLedWallArucoGenerationOptions) & Options, int32 & OutNextMarkerId, cv::Mat & OutMat )


description:
Finds the parent component of the given calibration point component
The found component that InComponent is parented to.

code: template<class T> static T * GetTypedParentComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent )


description:
Finds the parent component of the given component.
The found component that InComponent is parented to.

code: static [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * GetTypedParentComponent ( const [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * InComponent, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InParentClass )


className: FLedWallCalibration

code: class FLedWallCalibration


className: deprecated

module: LensDistortion

code: class deprecated ( "The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin."" Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile." )


description: The public interface to this module


description: Compiles the camera model.

code: float GetUndistortOverscanFactor ( float DistortedHorizontalFOV, float DistortedAspectRatio ) const


description: Compare two lens distortion models and return whether they are equal.

code: bool operator== ( const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & Other ) const


description: Draws UV displacement map within the output render target.

code: void DrawUVDisplacementToRenderTarget ( class [UWorld](API\Runtime\Engine\Engine\UWorld) * World, float DistortedHorizontalFOV, float DistortedAspectRatio, float UndistortOverscanFactor, class [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * OutputRenderTarget, float OutputMultiply, float OutputAdd ) const


description: Compare two lens distortion models and return whether they are different.

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


code: FLensDistortionCameraModel()


description: Undistorts 3d vector (x, y, z=1.f) in the view space and returns (x', y', z'=1.f).

code: FVector2D UndistortNormalizedViewPosition ( FVector2D V ) const


className: FLensDistortionCameraModel

description: Camera matrix = | F.X 0 C.x | | 0 F.Y C.Y | | 0 0 1 |

C

description: Camera matrix's Cx and Cy.

F

description: Camera matrix's Fx and Fy.

description: Radial parameter #1.

description: Radial parameter #2.

description: Radial parameter #3.

description: Tangential parameter #1.

description: Tangential parameter #2.


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 [ILensDistortion](API\Plugins\LensDistortion\ILensDistortion) & 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: ILensDistortion

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Lens Distortion", Meta=(DeprecatedFunction, DeprecationMessage="The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin.", WorldContext="WorldContextObject")) static void DrawUVDisplacementToRenderTarget ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & CameraModel, float DistortedHorizontalFOV, float DistortedAspectRatio, float UndistortOverscanFactor, class [UTextureRenderTarget2D](API\Runtime\Engine\Engine\UTextureRenderTarget2D) * OutputRenderTarget, float OutputMultiply, float OutputAdd )


description: Returns true if A is equal to B (A == B)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DeprecatedFunction, DeprecationMessage="The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin.", DisplayName="Equal (LensDistortionCameraModel)", CompactNodeTitle="==", Keywords="== equal"), Category="Lens Distortion") static bool EqualEqual_CompareLensDistortionModels ( const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & A, const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & B )


description: Returns true if A is not equal to B (A != B)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DeprecatedFunction, DeprecationMessage="The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin.", DisplayName="NotEqual (LensDistortionCameraModel)", CompactNodeTitle="!=", Keywords="!= not equal"), Category="Lens Distortion") static bool NotEqual_CompareLensDistortionModels ( const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & A, const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & B )


description: Returns the overscan factor required for the undistort rendering to avoid unrendered distorted pixels.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Lens Distortion", Meta=(DeprecatedFunction, DeprecationMessage="The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin.")) static PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid GetUndistortOverscanFactor ( const [FLensDistortionCameraModel](API\Plugins\LensDistortion\FLensDistortionCameraModel) & CameraModel, float DistortedHorizontalFOV, float DistortedAspectRatio, float & UndistortOverscanFactor )


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


className: ULensDistortionBlueprintLibrary

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, Meta=(DeprecationMessage="The LensDistortion plugin is deprecated. Please update your project to use the features of the CameraCalibration plugin.", ScriptName="LensDistortionLibrary")) class ULensDistortionBlueprintLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


module: LevelSequenceEditor

code: FMovieSceneScriptingParams()


className: FMovieSceneScriptingParams

TimeUnit

type: ESequenceTimeUn...


code: FSequencerChannelProxy()


code: FSequencerChannelProxy ( const [FName](API\Runtime\Core\UObject\FName) & InChannelName, [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * InSection )


className: FSequencerChannelProxy

ChannelName

type: FName

Section

type: TObjectPtr<UMo...


description: Construct a widget that controls this overlay's arbitrary settings. Only used for toggleable overlays.

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > ConstructSettingsWidget()


description: Get a localized display name that is representative of this overlay


description: Get a slate thumbnail brush that is representative of this overlay. 36x24 recommended

code: const [FSlateBrush](API\Runtime\SlateCore\Styling\FSlateBrush) * GetThumbnail() const


description: Get/Set a custom tint for this overlay

code: const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & GetTint() const


description: Get a localized tooltip for this overlay

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetToolTip() const


description: Get/Set whether this overlay should be drawn

code: bool IsEnabled() const


description: Paint the overlay

code: void Paint ( const [FGeometry](API\Runtime\SlateCore\Layout\FGeometry) & AllottedGeometry, const [FSlateRect](API\Runtime\SlateCore\Layout\FSlateRect) & MyCullingRect, [FSlateWindowElementList](API\Runtime\SlateCore\Rendering\FSlateWindowElementList) & OutDrawElements, int32 LayerId ) const


code: void SetEnabled ( bool bInEnabled )


code: void SetTint ( const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & InTint )


code: virtual ~IFilmOverlay()


className: IFilmOverlay

description: Abstract base class that defines how an overlay should be drawn over the viewport

code: struct IFilmOverlay

bEnabled

description: Whether this overlay is enabled or not

Tint

type: FLinearColor

description: Tint to apply to this overlay


className: FAllowPlaybackContext

code: typedef TMulticastDelegate_OneParam< void, bool & > FAllowPlaybackContext


className: FOnLevelSequenceWithShotsCreated

code: class FOnLevelSequenceWithShotsCreated : public TBaseMulticastDelegate_OneParam< void, UObject * >


className: ILevelSequenceEditorModule

description: Interface for the Level Sequence Editor module.

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


description: Access the sequencer that is displayed on this asset editor UI

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > GetSequencer() const


className: ILevelSequenceEditorToolkit

description: Implements an Editor toolkit for level sequences.

code: class ILevelSequenceEditorToolkit : public [FAssetEditorToolkit](API\Editor\UnrealEd\Toolkits\FAssetEditorToolkit)


description:
Check whether the specified Spawnable can become a Possessable.
whether the conversion from Spawnable to Possessable can occur.

code: virtual bool CanConvertSpawnableToPossessable ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable ) const


description:
Create a new spawnable type from the given source object
the new spawnable type, or error

code: virtual [TValueOrError](API\Runtime\Core\Math\TValueOrError)< [FNewSpawnable](API\Runtime\MovieScene\FNewSpawnable), [FText](API\Runtime\Core\Internationalization\FText) > CreateNewSpawnableType ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & SourceObject, [UMovieScene](API\Runtime\MovieScene\UMovieScene) & OwnerMovieScene, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory )


description: Called to handle cleanup of objects when we convert a possessable to a spawnable object

code: virtual void HandleConvertPossessableToSpawnable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldObject, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [TOptional](API\Runtime\Core\IO\TOptional)< [FTransformData](API\Runtime\MovieScene\FTransformData) > & OutTransformData )


description: Called right before a spawned object with the specified ID and template ID is destroyed

code: virtual void PreDestroyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, const [FGuid](API\Runtime\Core\Misc\FGuid) & BindingId, FMovieSceneSequenceIDRef TemplateID )


description: Saves the default state for the specified spawnable, if an instance for it currently exists

code: void SaveDefaultSpawnableState &40; const FGuid & BindingId, FMovieSceneSequenceIDRef TemplateID &41;


description: Called to save the default state of the specified spawnable

code: virtual void SaveDefaultSpawnableState ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


code: void SetSequencer ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > & Sequencer )


description: ~FMovieSceneSpawnRegisterinterface

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


description: Setup a new spawnable object with some default tracks and keys

code: virtual void SetupDefaultsForSpawnable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnedObject, const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid, const [TOptional](API\Runtime\Core\IO\TOptional)< [FTransformData](API\Runtime\MovieScene\FTransformData) > & TransformData, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > Sequencer, [USequencerSettings](API\Editor\Sequencer\USequencerSettings) * Settings )


description: Constructor

code: FLevelSequenceEditorSpawnRegister()


description: Destructor.

code: ~FLevelSequenceEditorSpawnRegister()


className: FLevelSequencePropertyTrackSettings

ComponentPath

type: FString

description: Optional ActorComponent tag (when keying a component property).

PropertyPath

description: Path to the keyed property within the Actor or ActorComponent.


className: FLevelSequenceEditorSpawnRegister

description: Spawn register used in the editor to add some usability features like maintaining selection states, and projecting spawned state onto spawnable defaults

code: class FLevelSequenceEditorSpawnRegister : public [FLevelSequenceSpawnRegister](API\Runtime\LevelSequence\FLevelSequenceSpawnRegister)


className: FLevelSequenceTrackSettings

DefaultPropertyTracks

type: TArray<FLevelS...

description: List of property names for which movie scene tracks will be created automatically.

DefaultTracks

type: TArray<FSoftCl...

description: List of movie scene track classes to be added automatically.

ExcludeDefaultPropertyTracks

description: List of property names for which movie scene tracks will not be created automatically.

ExcludeDefaultTracks

description: List of movie scene track classes not to be added automatically.

MatchingActorClass

type: FSoftClassPath

description: The Actor class to create movie scene tracks for.


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


className: ULevelSequenceEditorSettings

description: Level Sequence Editor settings.

bAutoBindToPIE

description: Specifies whether to automatically bind an active sequencer UI to PIE worlds.

bAutoBindToSimulate

description: Specifies whether to automatically bind an active sequencer UI to simulate worlds.

TrackSettings

description: Specifies class properties for which movie scene tracks will be created automatically.


className: ULevelSequenceWithShotsSettings

description: Level Sequence With Shots Settings.

BasePath

type: FDirectoryPath

description: Sequence With Shots path.

bInstanceSubSequences

description: Whether to instance sub sequences based on the first created sub sequences.

Name

description: Sequence With Shots name.

NumShots

description: Sequence With Shots number of shots.

SequenceToDuplicate

type: TLazyObjectPtr<...

description: Sequence With Shots level sequence to duplicate when creating shots.

SubSequenceNames

type: TArray<FName>

description: Array of sub sequence names, each will result in a level sequence asset in the shot.

Suffix

description: Sequence With Shots suffix.


description: Get the primary film overlays

code: static const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > > & GetPrimaryFilmOverlays()


description: Get the toggleable film overlays

code: static const [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > > & GetToggleableFilmOverlays()


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


description: Register a primary film overlay

code: static void RegisterPrimaryFilmOverlay ( const [FName](API\Runtime\Core\UObject\FName) & FilmOverlayName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > FilmOverlay )


className: PrimaryFilmOverlays

description: The primary film overlays (only one can be active at a time)

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > > PrimaryFilmOverlays;


description: Register a toggleable film overlay

code: static void RegisterToggleableFilmOverlay ( const [FName](API\Runtime\Core\UObject\FName) & FilmOverlayName, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > FilmOverlay )


description: Unregister a toggleable film overlay

code: static void UnregisterToggleableFilmOverlay ( const [FName](API\Runtime\Core\UObject\FName) & FilmOverlayName )


description: Unregister a primary film overlay

code: static void UnregisterPrimaryFilmOverlay ( const [FName](API\Runtime\Core\UObject\FName) & FilmOverlayName )


className: UFilmOverlayToolkit

description: Tool kit for film overlays

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


description: Close

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void CloseLevelSequence()


description: Delete for specified channel idendified by it's class and identifier.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void DeleteColorForChannels ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, [FString](API\Runtime\Core\Containers\FString) & Identifier )


description: Focus/view the sequence associated to the given sub sequence section.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void FocusLevelSequence ( [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * SubSection )


description: Empties the current selection.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void EmptySelection()


className: ToggleableFilmOverlays

description: The toggleable film overlays (any number can be active at a time)

code: static [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IFilmOverlay](API\Plugins\LevelSequenceEditor\IFilmOverlay) > > ToggleableFilmOverlays;


description: Focus/view the parent sequence, popping out of the current sub sequence section.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void FocusParentSequence()


description: Get the object bound to the given binding ID with the current level sequence editor

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetBoundObjects ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) ObjectBinding )


description: Get the current local playback position in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static int32 GetCurrentLocalTime()


description: Get the current global playback position in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static int32 GetCurrentTime()


description: Get custom color for specified channel idendified by it's class and identifier,if none exists will return white

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetCustomColorForChannel ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description: Get the currently focused/viewed level sequence asset if there is a hierarchy of sequences.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetFocusedLevelSequence()


description: Get playback speed of the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static float GetPlaybackSpeed()


description: Gets the currently selected object bindings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > GetSelectedBindings()


description: Get the currently opened root level sequence asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetCurrentLevelSequence()


description: Gets the currently selected channels.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [FSequencerChannelProxy](API\Plugins\LevelSequenceEditor\FSequencerChannelProxy) > GetSelectedChannels()


description: Gets the currently selected folders.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * > GetSelectedFolders()


description: Gets the currently selected Object Guids

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor", Meta=(DeprecatedFunction, DeprecationMessage="GetSelectedObjects is deprecated, please use GetSelectedBindings which returns an array of FMovieSceneBindingProxy")) static [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > GetSelectedObjects()


description: Gets the currently selected tracks.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * > GetSelectedTracks()


description: Get the selection range start frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static int32 GetSelectionRangeStart()


description: Get the selection range end frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static int32 GetSelectionRangeEnd()


description: Get the current sub section hierarchy from the current sequence to the section associated with the focused sequence.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSubSection](API\Runtime\MovieScene\Sections\UMovieSceneSubSection) * > GetSubSequenceHierarchy()


description: Check whether the lock for the viewport to the camera cuts is enabled.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static bool IsCameraCutLockedToViewport()


description: Gets the currently selected sections.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > GetSelectedSections()


description: Gets all the available track filter names

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static [TArray](API\Runtime\Core\Containers\TArray)< [FText](API\Runtime\Core\Internationalization\FText) > GetTrackFilterNames()


description: Check whether the current level sequence and its descendants are locked for editing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static bool IsLevelSequenceLocked()


description: Get if a custom color for specified channel idendified by it's class and identifier exists

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static bool HasCustomColorForChannel ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & Identifier )


description: Check whether the sequence is actively playing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static bool IsPlaying()


description: Gets whether the specified track filter is on/off

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") static bool IsTrackFilterEnabled ( const [FText](API\Runtime\Core\Internationalization\FText) & TrackFilterName )


description: Pause the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void Pause()


description: Open a level sequence asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static bool OpenLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequence )


description: Play the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void Play()


description: Play from the current time to the requested time in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void PlayTo ( [FMovieSceneSequencePlaybackParams](API\Runtime\MovieScene\FMovieSceneSequencePlaybackParam-) PlaybackParams )


description: Refresh SequencerUI.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void RefreshCurrentLevelSequence()


description: Select bindings

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SelectBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & ObjectBindings )


description: Select folders

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SelectFolders ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * > & Folders )


description: Select channels

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SelectChannels ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSequencerChannelProxy](API\Plugins\LevelSequenceEditor\FSequencerChannelProxy) > & Channels )


description: Select objects by GUID

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor", Meta=(DeprecatedFunction, DeprecationMessage="SelectObjects is deprecated, please use SelectBindings which takes an FMovieSceneBindingProxy")) static void SelectObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > ObjectBinding )


description: Select sections

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SelectSections ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & Sections )


description: Set local playback position for the current level sequence in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetCurrentLocalTime ( int32 NewFrame )


description: Select tracks

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SelectTracks ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * > & Tracks )


description: Set global playback position for the current level sequence in frames

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetCurrentTime ( int32 NewFrame )


description: Set Custom Color for specified channel idendified by it's class and identifier. This will be stored in editor user preferences.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetCustomColorForChannel ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [FString](API\Runtime\Core\Containers\FString) & Identifier, const [FLinearColor](API\Runtime\Core\Math\FLinearColor) & NewColor )


description: Sets the lock for the current level sequence and its descendants for editing.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetLockLevelSequence ( bool bLock )


description: Sets the lock for the viewport to the camera cuts.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetLockCameraCutToViewport ( bool bLock )


description: Set Custom Color for specified channels idendified by it's class and identifiers. This will be stored in editor user preferences.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetCustomColorForChannels ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Identifiers, const [TArray](API\Runtime\Core\Containers\TArray)< [FLinearColor](API\Runtime\Core\Math\FLinearColor) > & NewColors )


description: Set playback speed of the current level sequence

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetPlaybackSpeed ( float NewPlaybackSpeed )


description: Set Random Colors for specified channels idendified by it's class and identifiers. This will be stored in editor user preferences.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetRandomColorForChannels ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * Class, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Identifiers )


description: Set the selection range start frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetSelectionRangeStart ( int32 NewFrame )


description: Set the selection range end frame.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetSelectionRangeEnd ( int32 NewFrame )


description: Callbacks Internal function to assign a sequencer singleton. NOTE: Only to be called by LevelSequenceEditor::Construct.

code: static void SetSequencer ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Sets the specified track filter to be on or off

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") static void SetTrackFilterEnabled ( const [FText](API\Runtime\Core\Internationalization\FText) & TrackFilterName, bool bEnabled )


className: ULevelSequenceEditorBlueprintLibrary


description: Add existing actors to Sequencer. Tracks will be automatically added based on default track settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > AddActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors )


description: Assigns the given actors to the binding

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void AddActorsToBinding ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Bake transform

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void BakeTransform ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & ObjectBindings, const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & BakeInTime, const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & BakeOutTime, const [FFrameTime](API\Runtime\Core\Misc\FFrameTime) & BakeInterval, const [FMovieSceneScriptingParams](API\Plugins\LevelSequenceEditor\FMovieSceneScriptingParams) & Params )


description: Convert to possessable

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) ConvertToPossessable ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Convert to spawnable. If there are multiple objects assigned to the possessable, multiple spawnables will be created.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > ConvertToSpawnable ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Copy bindings The copied bindings will be saved to the clipboard as well as assigned to the ExportedText string. The ExportedTest string can be used in conjunction with PasteBindings if, for example, pasting copy/pasting multiple bindings without relying on a single clipboard.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void CopyBindings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & Bindings, [FString](API\Runtime\Core\Containers\FString) & ExportedText )


description: Copy sections The copied sections will be saved to the clipboard as well as assigned to the ExportedText string. The ExportedTest string can be used in conjunction with PasteSections if, for example, pasting copy/pasting multiple sections without relying on a single clipboard.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void CopySections ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & Sections, [FString](API\Runtime\Core\Containers\FString) & ExportedText )


description: Copy folders The copied folders will be saved to the clipboard as well as assigned to the ExportedText string. The ExportedTest string can be used in conjunction with PasteFolders if, for example, pasting copy/pasting multiple folders without relying on a single clipboard.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void CopyFolders ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * > & Folders, [FString](API\Runtime\Core\Containers\FString) & ExportedText )


description: Copy tracks The copied tracks will be saved to the clipboard as well as assigned to the ExportedText string. The ExportedTest string can be used in conjunction with PasteTracks if, for example, pasting copy/pasting multiple tracks without relying on a single clipboard.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void CopyTracks ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * > & Tracks, [FString](API\Runtime\Core\Containers\FString) & ExportedText )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") bool BakeTransformWithSettings ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & ObjectBindings, const [FBakingAnimationKeySettings](API\Editor\MovieSceneTools\FBakingAnimationKeySettings) & InSettings, const [FMovieSceneScriptingParams](API\Plugins\LevelSequenceEditor\FMovieSceneScriptingParams) & Params )


description: Create a cine camera actor and add it to Sequencer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) CreateCamera ( bool bSpawnable, [ACineCameraActor](API\Runtime\CinematicCamera\ACineCameraActor) *& OutActor )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Attempts to automatically fix up broken actor references in the current scene

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void FixActorReferences()


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Retrieve the outliner

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Level Sequence Editor") [USequencerScriptingLayer](API\Editor\SequencerCore\Scripting\USequencerScriptingLayer) * GetScriptingLayer()


code: void OnSequencerCreated ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [ISequencer](API\Editor\Sequencer\ISequencer) > InSequencer )


description: Paste bindings Paste bindings from the given TextToImport string (used in conjunction with CopyBindings). If TextToImport is empty, the contents of the clipboard will be used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") bool PasteBindings ( const [FString](API\Runtime\Core\Containers\FString) & TextToImport, [FMovieScenePasteBindingsParams](API\Editor\Sequencer\FMovieScenePasteBindingsParams) PasteBindingsParams, [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & OutObjectBindings )


description: Paste folders Paste folders from the given TextToImport string (used in conjunction with CopyFolders). If TextToImport is empty, the contents of the clipboard will be used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") bool PasteFolders ( const [FString](API\Runtime\Core\Containers\FString) & TextToImport, [FMovieScenePasteFoldersParams](API\Editor\Sequencer\FMovieScenePasteFoldersParams) PasteFoldersParams, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneFolder](API\Runtime\MovieScene\UMovieSceneFolder) * > & OutFolders )


description: Paste tracks Paste tracks from the given TextToImport string (used in conjunction with CopyTracks). If TextToImport is empty, the contents of the clipboard will be used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") bool PasteTracks ( const [FString](API\Runtime\Core\Containers\FString) & TextToImport, [FMovieScenePasteTracksParams](API\Editor\Sequencer\FMovieScenePasteTracksParams) PasteTracksParams, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneTrack](API\Runtime\MovieScene\UMovieSceneTrack) * > & OutTracks )


description: Paste sections Paste sections from the given TextToImport string (used in conjunction with CopySections). If TextToImport is empty, the contents of the clipboard will be used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") bool PasteSections ( const [FString](API\Runtime\Core\Containers\FString) & TextToImport, [FMovieScenePasteSectionsParams](API\Editor\Sequencer\FMovieScenePasteSectionsParams) PasteSectionsParams, [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & OutSections )


description: Removes the given actors from the binding

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void RemoveActorsFromBinding ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Rebind the component binding to the requested component

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void RebindComponent ( const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) > & ComponentBindings, const [FName](API\Runtime\Core\UObject\FName) & ComponentName )


description: Remove missing objects bound to this track

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void RemoveInvalidBindings ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Remove all bound actors from this track

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void RemoveAllBindings ( const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Replaces the binding with the given actors

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void ReplaceBindingWithActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, const [FMovieSceneBindingProxy](API\Runtime\MovieScene\FMovieSceneBindingProxy) & ObjectBinding )


description: Snap sections to timeline using source timecode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void SnapSectionsToTimelineUsingSourceTimecode ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & Sections )


description: Sync section using source timecode

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Level Sequence Editor") void SyncSectionsUsingSourceTimecode ( const [TArray](API\Runtime\Core\Containers\TArray)< [UMovieSceneSection](API\Runtime\MovieScene\UMovieSceneSection) * > & Sections )


className: ULevelSequenceEditorSubsystem

description: ULevelSequenceEditorSubsystemSubsystem for level sequence editor related utilities to scripts

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable) class ULevelSequenceEditorSubsystem : public [UEditorSubsystem](API\Editor\EditorSubsystem\UEditorSubsystem)


className: USequencerExportTask

description: Contains data for a group of assets to import

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Transient, BlueprintType) class USequencerExportTask : public [UAssetExportTask](API\Runtime\Engine\UAssetExportTask)

SequencerContext

type: TObjectPtr<UOb...

description: AUWorldfor LevelSequences,UUserWidgetfor WidgetAnimations, orAActorfor Actor Sequences, etc...


description:
This is called when an actor was added to the world since the snapshot had been taken.
Whether to track the added actor

module: LevelSnapshotFilters

code: virtual [EFilterResult::Type](API\Plugins\LevelSnapshotFilters\EFilterResult__Type) IsAddedActorValid ( const [FIsAddedActorValidParams](API\Plugins\LevelSnapshotFilters\FIsAddedActorValidParams) & Params ) const


description: Whether this property should be considered for rolling back to the version in the snapshot.

code: virtual [EFilterResult::Type](API\Plugins\LevelSnapshotFilters\EFilterResult__Type) IsPropertyValid ( const [FIsPropertyValidParams](API\Plugins\LevelSnapshotFilters\FIsPropertyValidParams) & Params ) const


description:
This is called when an actor was removed from the world since the snapshot had been taken.
Whether to track the removed actor

code: virtual [EFilterResult::Type](API\Plugins\LevelSnapshotFilters\EFilterResult__Type) IsDeletedActorValid ( const [FIsDeletedActorValidParams](API\Plugins\LevelSnapshotFilters\FIsDeletedActorValidParams) & Params ) const


className: UActorSelectorFilter

description: Base class for filters that only implement IsActorValid

DefaultResult

type: TEnumAsByte<EF...

description: What to return for IsPropertyValid, IsDeletedActorValid, and IsAddedActorValid


description: Whether this actor should be considered when applying a snapshot to the world.

code: virtual [EFilterResult::Type](API\Plugins\LevelSnapshotFilters\EFilterResult__Type) IsActorValid ( const [FIsActorValidParams](API\Plugins\LevelSnapshotFilters\FIsActorValidParams) & Params ) const


description: Whether the property in LevelActor should be overriden with the value in SnapshotActor.