description: ULearningAgentsInteractor::GetAgentto get the agent corresponding to each id.

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


description: Initializes this object to be used with the given agent interactor.

module: LearningAgents

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetupController ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor )


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

code: ULearningAgentsController()


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


code: virtual ~ULearningAgentsController()


className: ULearningAgentsController

description: A controller provides a method for injecting actions into the learning agents system from some other existing behavior, e.g. we may want to gather demonstrations from a human or AI behavior tree controlling our agent(s) for imitation learning purposes.

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


description: Calling this function will run the underlying neural network on the previously buffered observations to populate the output value buffer. This should be called after the corresponding agent interactor's EncodeObservations.


description: Get a reference to this critic's critic function object.


description: Get a reference to this critic's neural network.


description:
Gets an estimate of the average discounted return expected by an agent according to the critic. I.E. the total sum of future rewards, scaled by the discount factor that was used during training. This value can be useful if you want to make some decision based on how well the agent thinks they are doing at achieving their task. This should be called only after EvaluateCritic.
The estimated average discounted return according to the critic

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


description: Gets the current Network Asset being used


description: Load aULearningAgentsNeuralNetworkasset's weights into this critic.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void LoadCriticFromAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Load a snapshot's weights into this critic.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void LoadCriticFromSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


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 removed from the parentALearningAgentsManagerobject.

code: virtual void OnAgentsRemoved ( 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: Save this critic's weights to aULearningAgentsNeuralNetworkasset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DevelopmentOnly)) void SaveCriticToAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Save this critic's weights into a snapshot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LearningAgents", Meta=(RelativePath)) void SaveCriticToSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File ) const


description: Initializes this object to be used with the given agent interactor and critic settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetupCritic ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FLearningAgentsCriticSettings](API\Plugins\LearningAgents\FLearningAgentsCriticSettings) & CriticSettings, [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Use aULearningAgentsNeuralNetworkasset directly for this critic rather than making a copy. If used during training then this asset's weights will be updated as training progresses.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void UseCriticFromAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


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


code: ULearningAgentsCritic()


code: virtual ~ULearningAgentsCritic()


description: Called whenever agents are added to the associatedULearningAgentsManagerComponentobject.


className: ULearningAgentsCritic

description: A critic used by some algorithms for training the managed agents.

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


description: Called whenever agents are removed from the associatedULearningAgentsManagerComponentobject.


className: ULearningAgentsHelper

description: The base class for all helpers. Helpers are additional objects that can be used in getting or setting observations, actions, rewards, and completions.

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

ManagerComponent

type: TObjectPtr<ULe...

description: Reference to the Manager Component this helper is associated with.

VisualLogColor

type: FLinearColor

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


description: Called whenever agents are reset on the associatedULearningAgentsManagerComponentobject.


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

code: void AddAction ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction) > Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Learning::FFeatureObject](API\Plugins\Learning\FFeatureObject) > & Feature )


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

code: void AddObservation ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation) > Object, const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [UE::Learning::FFeatureObject](API\Plugins\Learning\FFeatureObject) > & Feature )


description: Decode Actions for a specific set of agents

code: void DecodeActions ( const [UE::Learning::FIndexSet](API\Plugins\Learning\FIndexSet) AgentSet )


description: Call this function when it is time for your agents to take their actions. You most likely want to call this after your policy's EvaluatePolicy function to ensure that you are receiving the latest actions. This will call this agent interactor's GetActions event.


description: Call this function when it is time to gather all the observations for your agents. This can be done each frame or you can consider wiring it up to some kind of meaningful event, e.g. a hypothetical "OnAITurnStarted" if you have a turn-based game. This will call this agent interactor's SetObservations event.


description: Encode Observations for a specific set of agents

code: void EncodeObservations ( const [UE::Learning::FIndexSet](API\Plugins\Learning\FIndexSet) AgentSet )


description: Get the number of times actions have been encoded for all agents

code: [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, uint64 > GetActionEncodingAgentIteration()


description: Get a reference to this agent interactor's action feature.

code: [UE::Learning::FFeatureObject](API\Plugins\Learning\FFeatureObject) & GetActionFeature() const


description: GetAgentto get the agent corresponding to each id.

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


description: Get a const array view of this agent interactor's action objects.

code: TConstArrayView< [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction) * > GetActionObjects() const


description: Gets the action vector used by a given agent. Should be called only after EncodeActions or EvaluatePolicy.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(AgentId="-1")) void GetActionVector ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutActionVector ) const


description: Get the number of times observations have been encoded for all agents

code: [TLearningArrayView](API\Plugins\Learning\TLearningArrayView)< 1, uint64 > GetObservationEncodingAgentIteration()


description: Get a reference to this agent interactor's observation feature.

code: [UE::Learning::FFeatureObject](API\Plugins\Learning\FFeatureObject) & GetObservationFeature() const


description: Called whenever agents are added to the parentALearningAgentsManagerobject.

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


description: Get a const array view of this agent interactor's observation objects.

code: TConstArrayView< [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation) * > GetObservationObjects() const


description: Gets the observation vector used by a given agent. Should be called only after EncodeObservations.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(AgentId="-1")) void GetObservationVector ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< float > & OutObservationVector ) const


description: Called whenever agents are removed from the parentALearningAgentsManagerobject.

code: virtual void OnAgentsRemoved ( 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 )


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


description: LearningAgentsActions.hfor the list of available actions.


description: Initializes this object and runs the setup events for observations and actions.


description: LearningAgentsObservations.hfor the list of available observations.


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


code: virtual ~ULearningAgentsInteractor()


className: ULearningAgentsInteractor

description: To use this class, you need to implement the SetupObservations and SetupActions functions (as well as their corresponding SetObservations and SetActions functions), which will define the size of inputs and outputs to your policy. Before you can do inference, you need to call SetupInteractor, which will initialize the underlying data structure, and you need to call AddAgent for each object you want controlled by this agent interactor.

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


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

code: void AddHelper ( [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULearningAgentsHelper](API\Plugins\LearningAgents\ULearningAgentsHelper) > Object )


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

code: ULearningAgentsInteractor()


description: During this event, any additional logic required for when agents are added can be executed.

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


description: During this event, any additional logic required for when agents are removed can be executed.

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


description: During this event, any additional logic required for when agents are reset can be executed.

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


description: Gets the agent corresponding to the given id.

code: const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAgent ( const int32 AgentId ) const


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAgent ( const int32 AgentId )


description:
Gets the agent with the given id from the manager. Calling this from blueprint with the appropriate AgentClass will automatically cast the object to the given type. If not in a blueprint, you should call the manager's GetAgent methods directly.
The agent object.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(AgentId="-1", DeterminesOutputType="AgentClass")) [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetAgent ( const int32 AgentId, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AgentClass ) const


description: Gets the associated agent manager assuming it exists.

code: const [ALearningAgentsManager](API\Plugins\LearningAgents\ALearningAgentsManager) * GetAgentManager() const


description: Gets the agent manager associated with this component.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents", Meta=(DeterminesOutputType="AgentManagerClass")) [ALearningAgentsManager](API\Plugins\LearningAgents\ALearningAgentsManager) * GetAgentManager ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [ALearningAgentsManager](API\Plugins\LearningAgents\ALearningAgentsManager) > AgentManagerClass ) const


description: Gets the agents associated with a set of ids from the manager. Calling this from blueprint with the appropriate AgentClass will automatically cast the object to the given type. If not in a blueprint, you should call the manager's GetAgents method directly.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(DeterminesOutputType="AgentClass", DynamicOutputParam="OutAgents")) void GetAgents ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & AgentIds, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AgentClass, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutAgents ) const


description: Gets all added agents from the manager. Calling this from blueprint with the appropriate AgentClass will automatically cast the object to the given type.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(DeterminesOutputType="AgentClass", DynamicOutputParam="OutAgents")) void GetAllAgents ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutAgents, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutAgentIds, const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > AgentClass ) const


description: Checks if the component has the given agent id

code: bool HasAgent ( const int32 AgentId ) const


description: Checks if the component has an agent manager.

code: bool HasAgentManager() const


description: Returns true if this component has been setup. Otherwise, false.

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


description: Called whenever agents are reset on the parentALearningAgentsManagerobject.

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


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 removed from the parentALearningAgentsManagerobject.

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


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

code: virtual void PostInitProperties()


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


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

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


className: ULearningAgentsManagerComponent

description: Base class for components which can be attached to anALearningAgentsManager.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType, Blueprintable) class ULearningAgentsManagerComponent : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)

bIsSetup

type: bool

description: True if this component has been setup. Otherwise, false.

HelperObjects

type: TArray<TObject...

description: The list of current helper objects.

Manager

type: TObjectPtr<ALe...

description: The associated manager this component is attached to.


description: Marks this asset as modified even during PIE

code: void ForceMarkDirty()


description: Copy another asset's network weights into this network. Network sizes must match.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void LoadNetworkFromAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Resets this network asset to be empty.


description: Copy this network's weights to another asset. Network sizes must match.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DevelopmentOnly)) void SaveNetworkToAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Save this network into a snapshot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void SaveNetworkToSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Load this network from a snapshot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void LoadNetworkFromSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Serialize this neural network to/from the given archive.

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


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


code: ULearningAgentsNeuralNetwork()


code: virtual ~ULearningAgentsNeuralNetwork()


description: Get the number of times an observation has been set for the given agent id.

code: uint64 GetAgentIteration ( const int32 AgentId ) const


className: ULearningAgentsNeuralNetwork

description: A neural network data asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class ULearningAgentsNeuralNetwork : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

NeuralNetwork

description: Pointer to the internal Neural Network Data


description: Initialize the internal state for a given maximum number of agents

code: void Init ( const int32 MaxAgentNum )


description: Called whenever agents are added to the associatedULearningAgentsInteractorobject.

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


description: Called whenever agents are removed from the associatedULearningAgentsInteractorobject.

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


description: Called whenever agents are reset on the associatedULearningAgentsInteractorobject.

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


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

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


className: ULearningAgentsObservation

description: For functions in this file, we are favoring having more verbose names such as "AddFloatObservation" vs simply "Add" in order to keep it easy to find the correct function in blueprints. The base class for all observations. Observations define the inputs to your agents.

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

AgentIteration

type: TLearningArray<...

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

Interactor

description: Reference to the Interactor this observation is associated with.

VisualLogColor

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


description: Calling this function will run the underlying neural network on the previously buffered observations to populate the output action buffer. This should be called after the associated agent interactor's EncodeObservations and before its DecodeActions.


description: Get the action noise scale used.

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


description: Get a reference to this policy's neural network.


description: Gets the current Network Asset being used


description: Load aULearningAgentsNeuralNetworkasset's weights into this policy.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void LoadPolicyFromAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Load a snapshot's weights into this policy.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void LoadPolicyFromSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Calls EncodeObservations, followed by EvaluatePolicy, followed by DecodeActions


description: Save this policy's weights into a snapshot.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LearningAgents", Meta=(RelativePath)) void SavePolicyToSnapshot ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File ) const


description: Set the action noise scale used.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetActionNoiseScale ( const float ActionNoiseScale )


description: Initializes this object to be used with the given agent interactor and policy settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetupPolicy ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FLearningAgentsPolicySettings](API\Plugins\LearningAgents\FLearningAgentsPolicySettings) & PolicySettings, [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


description: Use aULearningAgentsNeuralNetworkasset directly for this critic rather than making a copy. If used during training then this asset's weights will be updated as training progresses.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void UsePolicyFromAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


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

code: ULearningAgentsPolicy()


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


description: Get a reference to this policy's policy function object.


code: virtual ~ULearningAgentsPolicy()


description: Save this policy's weights to aULearningAgentsNeuralNetworkasset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DevelopmentOnly)) void SavePolicyToAsset ( [ULearningAgentsNeuralNetwork](API\Plugins\LearningAgents\ULearningAgentsNeuralNetwork) * NeuralNetworkAsset )


className: ULearningAgentsPolicy

description: A policy that maps from observations to actions for the managed agents.

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


description: Gets the bone positions for a set of bones of the mesh component in world space.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) void GetMeshBonePositions ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutBonePositions, const int32 AgentId, const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * MeshComponent, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & BoneNames ) const


description:
Adds a new mesh component helper to the given manager component.
The newly created helper.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InManagerComponent")) static [UMeshComponentHelper](API\Plugins\LearningAgents\UMeshComponentHelper) * AddMeshComponentHelper ( [ULearningAgentsManagerComponent](API\Plugins\LearningAgents\ULearningAgentsManagerComponent) * InManagerComponent, const [FName](API\Runtime\Core\UObject\FName) Name )


className: UMeshComponentHelper

description: A helper for getting various properties from a MeshComponent.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UMeshComponentHelper : public [ULearningAgentsHelper](API\Plugins\LearningAgents\ULearningAgentsHelper)


description:
Adds a new planar direction observation to the given agent interactor. The axis parameters define the plane. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarDirectionArrayObservation](API\Plugins\LearningAgents\UPlanarDirectionArrayObservation) * AddPlanarDirectionArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 DirectionNum, const float Scale, const FVector Axis0, const FVector Axis1 )


description: Sets the data for this observation. The relative rotation can be used to make this observation relative to the agent's perspective, e.g. by passing the agent's forward rotation. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarDirectionArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Directions, const FRotator RelativeRotation )


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarDirectionObservation](API\Plugins\LearningAgents\UPlanarDirectionObservation) * AddPlanarDirectionObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale, const FVector Axis0, const FVector Axis1 )


className: UPlanarDirectionArrayObservation

description: An observation of an array of direction vectors projected onto a plane.


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


className: UPlanarDirectionObservation

description: An observation of a direction vector projected onto a plane.


description:
Adds a new planar position array observation to the given agent interactor. The axis parameters define the plane. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarPositionArrayObservation](API\Plugins\LearningAgents\UPlanarPositionArrayObservation) * AddPlanarPositionArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 PositionNum, const float Scale, const FVector Axis0, const FVector Axis1 )


description: Sets the data for this observation. The relative position & rotation can be used to make this observation relative to the agent's perspective, e.g. by passing the agent's position & forward rotation. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarPositionArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Positions, const FVector RelativePosition, const FRotator RelativeRotation )


description:
Adds a new planar position observation to the given agent interactor. The axis parameters define the plane. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarPositionObservation](API\Plugins\LearningAgents\UPlanarPositionObservation) * AddPlanarPositionObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale, const FVector Axis0, const FVector Axis1 )


className: UPlanarPositionArrayObservation

description: An observation of an array of positions projected onto a plane.


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


description:
Adds a new planar velocity action to the given agent interactor. The axis parameters define the plane. Call duringULearningAgentsInteractor::SetupActionsevent.
The newly created action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarVelocityAction](API\Plugins\LearningAgents\UPlanarVelocityAction) * AddPlanarVelocityAction ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale, const FVector Axis0, const FVector Axis1 )


className: UPlanarPositionObservation

description: An observation of a position projected onto a plane.


description:
Gets the data for this action. Call duringULearningAgentsInteractor::GetActionsevent.
The current action value.

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


description: Sets the data for this action. Call duringULearningAgentsController::SetActionsevent.

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


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


className: UPlanarVelocityAction

description: A planar velocity action.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPlanarVelocityAction : public [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction)


description:
Adds a new planar velocity observation to the given agent interactor. The axis parameters define the plane. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarVelocityArrayObservation](API\Plugins\LearningAgents\UPlanarVelocityArrayObservation) * AddPlanarVelocityArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 VelocityNum, const float Scale, const FVector Axis0, const FVector Axis1 )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPlanarVelocityArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Velocities, const FRotator RelativeRotation )


className: UPlanarVelocityArrayObservation

description: An observation of an array of velocities projected onto a plane.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPlanarVelocityObservation](API\Plugins\LearningAgents\UPlanarVelocityObservation) * AddPlanarVelocityObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale, const FVector Axis0, const FVector Axis1 )


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


className: UPlanarVelocityObservation

description: An observation of a velocity projected onto a plane.


description:
Adds a new position array observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPositionArrayObservation](API\Plugins\LearningAgents\UPositionArrayObservation) * AddPositionArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 PositionNum, const float Scale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetPositionArrayObservation ( int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Positions, const FVector RelativePosition, const FRotator RelativeRotation )


className: UPositionArrayObservation

description: An observation of an array of positions.


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

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


description:
Adds a new position observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UPositionObservation](API\Plugins\LearningAgents\UPositionObservation) * AddPositionObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


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


className: UPositionObservation

description: An observation of a position vector.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UPositionObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description:
Adds a new projection helper to the given manager component.
The newly created helper.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InManagerComponent")) static [UProjectionHelper](API\Plugins\LearningAgents\UProjectionHelper) * AddProjectionHelper ( [ULearningAgentsManagerComponent](API\Plugins\LearningAgents\ULearningAgentsManagerComponent) * InManagerComponent, const [FName](API\Runtime\Core\UObject\FName) Name )


description: Projects a position and rotation onto the zero height ground plane resulting in translation only in XY and rotation only around the Z.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) void ProjectPositionRotationOntoGroundPlane ( FVector & OutPosition, FRotator & OutRotation, const int32 AgentId, const FVector InPosition, const FRotator InRotation, const FVector LocalForwardVector ) const


description:
Projects a transform onto the zero height ground plane resulting in translation only in XY and rotation only around the Z.
The transform projected onto the ground plane.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) FTransform ProjectTransformOntoGroundPlane ( const int32 AgentId, const FTransform Transform, const FVector LocalForwardVector ) const


className: UProjectionHelper

description: A helper for projecting onto surfaces.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UProjectionHelper : public [ULearningAgentsHelper](API\Plugins\LearningAgents\ULearningAgentsHelper)


description:
Adds a new ray cast helper to the given manager component.
The newly created helper.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InManagerComponent")) static [URayCastHelper](API\Plugins\LearningAgents\URayCastHelper) * AddRayCastHelper ( [ULearningAgentsManagerComponent](API\Plugins\LearningAgents\ULearningAgentsManagerComponent) * InManagerComponent, const [FName](API\Runtime\Core\UObject\FName) Name )


description: Samples a grid of heights from above.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) void RayCastGridHeights ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutHeights, const int32 AgentId, const FVector Position, const FRotator Rotation, const int32 RowNum, const int32 ColNum, const float RowWidth, const float ColWidth, const float MaxHeight, const float MinHeight, const ECollisionChannel CollisionChannel ) const


description: Casts rays out in a radius from a given position.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) void RayCastRadial ( [TArray](API\Runtime\Core\Containers\TArray)< float > & OutDistances, const int32 AgentId, const FVector Position, const FRotator Rotation, const int32 RayNum, const float MinAngle, const float MaxAngle, const float MaxRayDist, const FVector LocalForward, const ECollisionChannel CollisionChannel ) const


description:
Adds a new rotation action to the given agent interactor. Call duringULearningAgentsInteractor::SetupActionsevent.
The newly created action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [URotationAction](API\Plugins\LearningAgents\URotationAction) * AddRotationAction ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


className: URayCastHelper

description: A helper for performing various kinds of ray cast.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URayCastHelper : public [ULearningAgentsHelper](API\Plugins\LearningAgents\ULearningAgentsHelper)


description:
Gets the data for this action as a rotator. Call duringULearningAgentsInteractor::GetActionsevent.
The current action value.

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


description:
Gets the data for this action as a quaternion. Call duringULearningAgentsInteractor::GetActionsevent.
The current action value.

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


description:
Gets the data for this action as a rotation vector. Call duringULearningAgentsInteractor::GetActionsevent.
The current action value.

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


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


className: URotationAction

description: A rotation action.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URotationAction : public [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction)


description: Gets the data for this action as rotation vectors. Call duringULearningAgentsInteractor::GetActionsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void GetRotationArrayActionAsRotationVectors ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutRotationVectors )


description:
Adds a new rotation array action to the given agent interactor. Call duringULearningAgentsInteractor::SetupActionsevent.
The newly created action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [URotationArrayAction](API\Plugins\LearningAgents\URotationArrayAction) * AddRotationArrayAction ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 RotationNum, const float Scale )


description: Gets the data for this action as quaternions. Call duringULearningAgentsInteractor::GetActionsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void GetRotationArrayActionAsQuats ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< FQuat > & OutRotations )


description: Gets the data for this action as rotators. Call duringULearningAgentsInteractor::GetActionsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void GetRotationArrayAction ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< FRotator > & OutRotations )


className: URotationArrayAction

description: An array of rotation actions.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URotationArrayAction : public [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction)


description:
Adds a new rotation observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [URotationArrayObservation](API\Plugins\LearningAgents\URotationArrayObservation) * AddRotationArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 RotationNum, const float Scale )


description: Sets the data for this observation. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetRotationArrayObservationFromQuats ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FQuat > & Rotations, const FQuat RelativeRotation )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetRotationArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FRotator > & Rotations, const FRotator RelativeRotation )


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

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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [URotationObservation](API\Plugins\LearningAgents\URotationObservation) * AddRotationObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


className: URotationArrayObservation

description: An observation of an array of rotations.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetRotationObservationFromQuat ( const int32 AgentId, const FQuat Rotation, const FQuat RelativeRotation )


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


className: URotationObservation

description: An observation of a rotation relative to another rotation.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class URotationObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description:
Adds a new scalar angular velocity array observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarAngularVelocityArrayObservation](API\Plugins\LearningAgents\UScalarAngularVelocityArrayObser-) * AddScalarAngularVelocityArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 AngularVelocityNum, const float Scale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarAngularVelocityArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< float > & AngularVelocities )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarAngularVelocityArrayObservationWithAxis ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & AngularVelocities, const FVector Axis )


className: UScalarAngularVelocityArrayObservation

description: An observation of an array of scalar angular velocities.


description:
Adds a new scalar angular velocity observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarAngularVelocityObservation](API\Plugins\LearningAgents\UScalarAngularVelocityObservatio-) * AddScalarAngularVelocityObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


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


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


className: UScalarAngularVelocityObservation

description: An observation of a scalar angular velocity.


description: Sets the data for this observation. The relative position can be used to make this observation relative to the agent's perspective, e.g. by passing the agent's position. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarPositionArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Positions, const float RelativePosition )


description:
Adds a new scalar position array observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarPositionArrayObservation](API\Plugins\LearningAgents\UScalarPositionArrayObservation) * AddScalarPositionArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 PositionNum, const float Scale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarPositionArrayObservationWithAxis ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Positions, const FVector RelativePosition, const FVector Axis )


className: UScalarPositionArrayObservation

description: An observation of an array of positions along a single axis.


description:
Adds a new scalar position observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarPositionObservation](API\Plugins\LearningAgents\UScalarPositionObservation) * AddScalarPositionObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarPositionObservationWithAxis ( const int32 AgentId, const FVector Position, const FVector RelativePosition, const FVector Axis )


className: UScalarPositionObservation

description: An observation of a position along a single axis. Can be useful for providing information like object heights.


description:
Adds a new scalar velocity observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarVelocityArrayObservation](API\Plugins\LearningAgents\UScalarVelocityArrayObservation) * AddScalarVelocityArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 VelocityNum, const float Scale )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarVelocityArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Velocities )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetScalarVelocityArrayObservationWithAxis ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Velocities, const FVector Axis )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UScalarVelocityObservation](API\Plugins\LearningAgents\UScalarVelocityObservation) * AddScalarVelocityObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


className: UScalarVelocityArrayObservation

description: An observation of an array of velocities along a single axis.


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


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


className: UScalarVelocityObservation

description: An observation of a velocity along a single axis.


description:
Adds a new spline component helper to the given manager component.
The newly created helper.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InManagerComponent")) static [USplineComponentHelper](API\Plugins\LearningAgents\USplineComponentHelper) * AddSplineComponentHelper ( [ULearningAgentsManagerComponent](API\Plugins\LearningAgents\ULearningAgentsManagerComponent) * InManagerComponent, const [FName](API\Runtime\Core\UObject\FName) Name )


description:
Gets the direction along a spline at the given distance.
The direction at the given distance along the spline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) FVector GetDirectionAtDistanceAlongSpline ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const float DistanceAlongSpline, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description:
Gets the distance along a spline closest to the provided position.
The distance along the spline of the closest position.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) float GetDistanceAlongSplineAtPosition ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const FVector Position, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description:
Gets the position along a spline at the given distance.
The position at the given distance along the spline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) FVector GetPositionAtDistanceAlongSpline ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const float DistanceAlongSpline, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description:
Gets the position on a spline closest to the provided position.
The closest position on the spline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) FVector GetNearestPositionOnSpline ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const FVector Position, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description: Gets an array of positions sampled along a spline between some starting and stopping distance. Deals properly for splines which are looped.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) void GetPositionsAlongSpline ( [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutPositions, const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const int32 PositionNum, const float StartDistanceAlongSpline, const float StopDistanceAlongSpline, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


description:
Gets the proportion along a spline in the range 0-1 for a given distance.
The proportion along the spline in the range 0-1.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) float GetProportionAlongSpline ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const float DistanceAlongSpline ) const


description:
Gets the proportion along a spline encoded as an angle between -180 and 180 degrees for a given distance. This should be used for looped splines.
The proportion along the spline encoded as an angle between -180 and 180 degrees

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) float GetProportionAlongSplineAsAngle ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const float DistanceAlongSpline ) const


description:
Gets the velocity a point is traveling along a spline.
The scalar velocity the point is traveling along the spline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure=false, Category="LearningAgents", Meta=(AgentId="-1")) float GetVelocityAlongSpline ( const int32 AgentId, const [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent, const FVector Position, const FVector Velocity, const float FiniteDifferenceDelta, const [ESplineCoordinateSpace::Type](API\Runtime\Engine\Components\ESplineCoordinateSpace__Type) CoordinateSpace ) const


className: USplineComponentHelper

description: A helper for computing various properties from a SplineComponent.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class USplineComponentHelper : public [ULearningAgentsHelper](API\Plugins\LearningAgents\ULearningAgentsHelper)


description:
Adds a new angle observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UTimeArrayObservation](API\Plugins\LearningAgents\UTimeArrayObservation) * AddTimeArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 TimeNum, const float Scale )


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


description: Sets the data for this observation. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetTimeArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< float > & Times, const float RelativeTime )


className: UTimeArrayObservation

description: An observation of an array of times.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTimeArrayObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description:
Adds a new time observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UTimeObservation](API\Plugins\LearningAgents\UTimeObservation) * AddTimeObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


className: UTimeObservation

description: An observation of a time relative to another time.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UTimeObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description:
Adds a new vector action to the given agent interactor. Call duringULearningAgentsInteractor::SetupActionsevent.
The newly created action.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVectorAction](API\Plugins\LearningAgents\UVectorAction) * AddVectorAction ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


description:
Gets the data for this action. Call duringULearningAgentsInteractor::GetActionsevent.
The current action values.

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


description: Sets the data for this action. Call duringULearningAgentsController::SetActionsevent.

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


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

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


className: UVectorAction

description: A simple FVector action.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVectorAction : public [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVectorArrayAction](API\Plugins\LearningAgents\UVectorArrayAction) * AddVectorArrayAction ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 Num, const float Scale )


description: Gets the data for this action. Call duringULearningAgentsInteractor::GetActionsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void GetVectorArrayAction ( const int32 AgentId, [TArray](API\Runtime\Core\Containers\TArray)< FVector > & OutVectors )


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


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetVectorArrayAction ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Vectors )


description:
Adds a new vector array observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVectorArrayObservation](API\Plugins\LearningAgents\UVectorArrayObservation) * AddVectorArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 Num, const float Scale )


className: UVectorArrayAction

description: A simple array of FVector action.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVectorArrayAction : public [ULearningAgentsAction](API\Plugins\LearningAgents\ULearningAgentsAction)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetVectorArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Observation )


className: UVectorArrayObservation

description: A simple observation for an array of FVector.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVectorArrayObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description:
Adds a new vector observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVectorObservation](API\Plugins\LearningAgents\UVectorObservation) * AddVectorObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


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


description:
Adds a new velocity observation to the given agent interactor. Call duringULearningAgentsInteractor::SetupObservationsevent.
The newly created observation.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVelocityArrayObservation](API\Plugins\LearningAgents\UVelocityArrayObservation) * AddVelocityArrayObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const int32 VelocityNum, const float Scale )


className: UVectorObservation

description: A simple observation for an FVector.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVectorObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


description: Sets the data for this observation. The relative rotation can be used to make this observation relative to the agent's perspective, e.g. by passing the agent's forward rotation. Call duringULearningAgentsInteractor::SetObservationsevent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(AgentId="-1")) void SetVelocityArrayObservation ( const int32 AgentId, const [TArray](API\Runtime\Core\Containers\TArray)< FVector > & Velocities, const FRotator RelativeRotation )


className: UVelocityArrayObservation

description: An observation of an array of velocities.


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DefaultToSelf="InInteractor")) static [UVelocityObservation](API\Plugins\LearningAgents\UVelocityObservation) * AddVelocityObservation ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FName](API\Runtime\Core\UObject\FName) Name, const float Scale )


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


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


className: UVelocityObservation

description: An observation of a velocity.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UVelocityObservation : public [ULearningAgentsObservation](API\Plugins\LearningAgents\ULearningAgentsObservation)


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.

module: LearningAgentsEditor

code: virtual void ShutdownModule()


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

code: virtual void StartupModule()


className: FLearningAgentsEditorModule

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


className: ELearningAgentsCompletion

description: Completion modes for episodes.

module: LearningAgentsTraining

code: enum ELearningAgentsCompletion { Truncation, Termination, }


className: ELearningAgentsTrainerDevice

description: Enumeration of the training devices.

code: enum ELearningAgentsTrainerDevice { CPU, GPU, }


className: FLearningAgentsImitationTrainerSettings

description: The configurable settings for aULearningAgentsImitationTrainer.

TrainerCommunicationTimeout

type: float

description: Time in seconds to wait for the training process before timing out.


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


className: FLearningAgentsRecord

description: A single recording of a series of observations and actions.

ActionDimNum

description: The number of dimensions in the action vector for this record

ObservationDimNum

description: The number of dimensions in the observation vector for this record

SampleNum

description: The number of observations and actions recorded.


code: FLearningAgentsRecorderPathSettings()


className: FLearningAgentsRecorderPathSettings

description: The path settings for the recorder.

IntermediateRelativePath

type: FDirectoryPath

description: The relative path to the Intermediate directory.

RecordingsSubdirectory

type: FString

description: The name of the sub-directory to use in the intermediate directory


description: Gets the Relative Editor Engine Path accounting for if this is an editor build or not


className: FLearningAgentsTrainerGameSettings

description: The configurable game settings for aULearningAgentsTrainer. These allow the timestep and physics tick to be fixed during training, which can enable ticking faster than real-time.

bDisableVSync

description: If true, VSync will be disabled; Otherwise, it will not.

bSetMaxPhysicsStepToFixedTimeStep

description: If true, set the physics delta time to match the fixed time step.

bUseFixedTimeStep

description: If true, the game will run in fixed time step mode (i.e the frame's delta times will always be the same regardless of how much wall time has passed).

bUseUnlitViewportRendering

description: If true, the viewport rendering will be unlit; Otherwise, it will not.

FixedTimeStepFrequency

description: Determines the amount of time for each frame when bUseFixedTimeStep is true; Ignored if false.


description: Gets the Relative Intermediate Path


description: The configurable settings for the training process.

BatchSize

description: Batch size to use for training.

bUseTensorboard

description: If true, TensorBoard logs will be emitted to the intermediate directory.

Device

type: ELearningAgents...

description: The device to train on.

LearningRate

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

LearningRateDecay

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

NumberOfIterations

description: The number of iterations to run before ending training.

RandomSeed

description: The seed used for any random sampling the trainer will perform, e.g. for weight initialization.

WeightDecay

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


code: FLearningAgentsTrainerPathSettings()


className: FLearningAgentsTrainerPathSettings

description: The path settings for the trainer.

EditorEngineRelativePath

description: The relative path to the engine for editor builds.

NonEditorEngineRelativePath

description: The relative path to the editor engine folder for non-editor builds.


className: FLearningAgentsTrainerSettings

description: The configurable settings for aULearningAgentsTrainer.

MaximumRecordedEpisodesPerIteration

description: Maximum number of episodes to record before running a training iteration.

MaximumRecordedStepsPerIteration

description: Maximum number of steps to record before running a training iteration.

MaxStepNum

description: Max number of steps to take while training before episode automatically completes.

MaxStepsCompletion

description: Completion type to use when the maximum number of steps for an episode is reached.

TrainerCommunicationTimeout

description: Time in seconds to wait for the training subprocess before timing out.


className: FLearningAgentsTrainerTrainingSettings

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: The device to train on.

DiscountFactor

description: The discount factor to use during training.

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: The initial scaling for the weights of the output layer of the neural network.

LearningRateCritic

description: Learning rate of the critic network.

NumberOfStepsToTrimAtEndOfEpisode

description: The number of steps to trim from the end of the episode.

NumberOfStepsToTrimAtStartOfEpisode

description: The number of steps to trim from the start of the episode, e.g. can be useful if some things are still getting setup at the start of the episode and you don't want them used for training.


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.


description: IModuleInterfaceimplementation


className: FLearningAgentsTrainingModule

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


className: WithSerializer

code: enum &123; WithSerializer = true &125;


description:
Adds a new conditional 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 [UConditionalCompletion](API\Plugins\LearningAgentsTraining\UConditionalCompletion) * AddConditionalCompletion ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const [ELearningAgentsCompletion](API\Plugins\LearningAgentsTraining\ELearningAgentsCompletion) InCompletionMode )


code: template<> struct TStructOpsTypeTraits< FLearningAgentsRecord > : public [TStructOpsTypeTraitsBase2< FLearningAgentsRecord >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


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

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


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


description:
Adds a new conditional 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 [UConditionalReward](API\Plugins\LearningAgentsTraining\UConditionalReward) * AddConditionalReward ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Value )


className: UConditionalCompletion

description: A simple boolean completion. Used as a catch-all for situations where a more type-specific completion does not exist yet.


description: Sets if the agent should receive a reward. Call duringULearningAgentsTrainer::SetRewardsevent.

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


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


className: UConditionalReward

description: A simple conditional reward that gives some constant reward value when a condition is true.

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


description:
Adds a new float 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 [UFloatReward](API\Plugins\LearningAgentsTraining\UFloatReward) * AddFloatReward ( [ULearningAgentsTrainer](API\Plugins\LearningAgentsTraining\ULearningAgentsTrainer) * InAgentTrainer, const [FName](API\Runtime\Core\UObject\FName) Name, const float Weight )


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

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


description: Get the number of times a completion has been set for the given agent id.

code: uint64 GetAgentIteration ( const int32 AgentId ) const


className: UFloatReward

description: A simple float reward. Used as a catch-all for situations where a more type-specific reward does not exist yet.

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


description: Initialize the internal state for a given maximum number of agents

code: void Init ( const int32 MaxAgentNum )


description: Called whenever agents are added to the associatedULearningAgentsTrainerobject.

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


description: Called whenever agents are reset on the associatedULearningAgentsTrainerobject.

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


description: Called whenever agents are removed from the associatedULearningAgentsTrainerobject.

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


className: ULearningAgentsCompletion

description: For functions in this file, we are favoring having more verbose names such as "AddConditionalCompletion" vs simply "Add" in order to keep it easy to find the correct function in blueprints. The base class for all completions. Completions contain logic that determines if an agent's current episode should end, e.g. because the agent achieved the normal win/loss condition for the game. Additionally, completions can speed up training by ending episodes early if the agent has gotten into a state where training data is no longer useful, e.g. the agent is stuck somewhere. These two modes of completions are expressed with the following enum values:ELearningAgentsCompletion::Termination- used when the episode ends in an expected way and no further rewards should be expected, i.e. do not use the value function to estimate future rewards.ELearningAgentsCompletion::Truncation- used when the episode ends in an unexpected way, mainly to speed up the training process. The agent should expect additional rewards if training were to continue, so it should use its value function to estimate future rewards.

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

AgentIteration

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

AgentTrainer

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

VisualLogColor

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


description: Begins the training process with the provided settings.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void BeginTraining ( [ULearningAgentsPolicy](API\Plugins\LearningAgents\ULearningAgentsPolicy) * InPolicy, const [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * Recording, const [FLearningAgentsImitationTrainerSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsImitationTrainerS-) & ImitationTrainerSettings, const [FLearningAgentsImitationTrainerTrainingSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsI-) & ImitationTrainerTrainingSettings, const [FLearningAgentsTrainerPathSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerPathSettin-) & ImitationTrainerPathSettings, const bool bReinitializePolicyNetwork )


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: Stops the training process.


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

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents") bool IsTraining() 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: Iterates the training process and gets the updated policy network.


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

code: ULearningAgentsImitationTrainer()


description: Convenience function that runs a basic training loop. If training has not been started, it will start it. On each following call to this function, it will call IterateTraining.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void RunTraining ( [ULearningAgentsPolicy](API\Plugins\LearningAgents\ULearningAgentsPolicy) * InPolicy, const [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * Recording, const [FLearningAgentsImitationTrainerSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsImitationTrainerS-) & ImitationTrainerSettings, const [FLearningAgentsImitationTrainerTrainingSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsI-) & ImitationTrainerTrainingSettings, const [FLearningAgentsTrainerPathSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsTrainerPathSettin-) & ImitationTrainerPathSettings, const bool bReinitializePolicyNetwork )


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


className: ULearningAgentsImitationTrainer

description: ULearningAgentsRecorderto understand how to make new recordings.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable) class ULearningAgentsImitationTrainer : public [UActorComponent](API\Runtime\Engine\Components\UActorComponent)


description: Append to the current recording object from a file.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void AppendRecordingFromFile ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: While recording, adds the current observations and actions of the added agents to the internal buffer. Call this afterULearningAgentsInteractor::EncodeObservationsand eitherULearningAgentsController::EncodeActions(if recording a human/AI demonstration) orULearningAgentsInteractor::DecodeActions(if recording another policy).


description: Appends the current recording object to the given recording asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DevelopmentOnly)) void AppendRecordingToAsset ( [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * RecordingAsset )


description: Ends the recording of the observations and actions of each agent and stores them in the current recording object.


description: Will automatically call EndRecording if recording is still in-progress when play is ending.


description: Begins the recording of the observations and actions of each added agent.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void BeginRecording ( bool bReinitializeRecording )


description: Gets the current recording object. Note: this may be empty until EndRecording has been called.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="LearningAgents") const [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * GetCurrentRecording() const


description: Loads the current recording object from the given recording asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void LoadRecordingFromAsset ( [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * RecordingAsset )


description: Loads the current recording object from a file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void LoadRecordingFromFile ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Returns true if recording is active; Otherwise, false.

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


description: Called whenever agents are reset on the parentALearningAgentsManagerobject.

code: virtual void OnAgentsReset ( 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 )


description: Saves the current recording object to the given recording asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(DevelopmentOnly)) void SaveRecordingToAsset ( [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * RecordingAsset )


description: Initializes this object and runs the setup functions for the underlying data storage.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void SetupRecorder ( [ULearningAgentsInteractor](API\Plugins\LearningAgents\ULearningAgentsInteractor) * InInteractor, const [FLearningAgentsRecorderPathSettings](API\Plugins\LearningAgentsTraining\FLearningAgentsRecorderPathSetti-) & RecorderPathSettings, [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * RecordingAsset )


description: Uses the given recording asset. New recordings will be appended to this.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents") void UseRecordingAsset ( [ULearningAgentsRecording](API\Plugins\LearningAgentsTraining\ULearningAgentsRecording) * RecordingAsset )


description: Saves the current recording object to a file

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, BlueprintPure=false, Category="LearningAgents", Meta=(RelativePath)) void SaveRecordingToFile ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File ) const


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

code: ULearningAgentsRecorder()


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


code: virtual ~ULearningAgentsRecorder()


className: ULearningAgentsRecorder

description: A component that can be used to create recordings of training data for imitation learning.

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


description: Appends this recording to the given recording asset


description: Append to this recording from a file.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="LearningAgents", Meta=(RelativePath)) void AppendRecordingFromFile ( const [FFilePath](API\Runtime\CoreUObject\UObject\FFilePath) & File )


description: Marks this asset as modified even during PIE

code: void ForceMarkDirty()


description: Loads this recording from the given recording asset


description: Load this recording from a file.


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


description: Saves this recording to the given recording asset


description: Save this recording to a file.


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

code: ULearningAgentsRecording()


code: virtual ~ULearningAgentsRecording()


className: ULearningAgentsRecording

description: Data asset representing an array of records.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class ULearningAgentsRecording : public [UDataAsset](API\Runtime\Engine\Engine\UDataAsset)

Records

type: TArray<FLearni...

description: Set of records.


description: Get the number of times a reward has been set for the given agent id.

code: uint64 GetAgentIteration ( const int32 AgentId ) const


description: Initialize the internal state for a given maximum number of agents

code: void Init ( const int32 MaxAgentNum )


description: Called whenever agents are added to the associatedULearningAgentsTrainerobject.

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


description: Called whenever agents are reset on the associatedULearningAgentsTrainerobject.

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


description: Called whenever agents are removed from the associatedULearningAgentsTrainerobject.

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