unreal.LearningAgentsManagerComponent
¶
- class unreal.LearningAgentsManagerComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponent
Base class for components which can be attached to an ALearningAgentsManager.
C++ Source:
Plugin: LearningAgents
Module: LearningAgents
File: LearningAgentsManagerComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data
(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classhelper_objects
(Array[LearningAgentsHelper]): [Read-Only] The list of current helper objects.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsis_setup
(bool): [Read-Only] True if this component has been setup. Otherwise, false.manager
(LearningAgentsManager): [Read-Only] The associated manager this component is attached to.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list
(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!
- agents_added(agent_ids) None ¶
During this event, any additional logic required for when agents are added can be executed.
- Parameters:
agent_ids (Array[int32]) –
- agents_removed(agent_ids) None ¶
During this event, any additional logic required for when agents are removed can be executed.
- Parameters:
agent_ids (Array[int32]) –
- agents_reset(agent_ids) None ¶
During this event, any additional logic required for when agents are reset can be executed.
- Parameters:
agent_ids (Array[int32]) –
- get_agent(agent_id=-1, agent_class) Object ¶
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.
- get_agent_manager(agent_manager_class) LearningAgentsManager ¶
Gets the agent manager associated with this component.
- Parameters:
- Return type:
- get_agents(agent_ids, agent_class) Array[Object] ¶
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.
- get_all_agents(agent_class) -> (out_agents=Array[Object], out_agent_ids=Array[int32])¶
Gets all added agents from the manager. Calling this from blueprint with the appropriate AgentClass will automatically cast the object to the given type.