unreal.LearningAgentsTrainerPathSettings

class unreal.LearningAgentsTrainerPathSettings

Bases: StructBase

The path settings for the trainer.

C++ Source:

  • Plugin: LearningAgents

  • Module: LearningAgentsTraining

  • File: LearningAgentsTrainer.h

Editor Properties: (see get_editor_property/set_editor_property)

  • editor_engine_relative_path (DirectoryPath): [Read-Write] The relative path to the engine for editor builds. Defaults to FPaths::EngineDir.

  • editor_intermediate_relative_path (DirectoryPath): [Read-Write] The relative path to the Intermediate directory. Defaults to FPaths::ProjectIntermediateDir.

  • non_editor_engine_relative_path (str): [Read-Write] The relative path to the editor engine folder for non-editor builds.

    If we want to run training in cooked, non-editor builds, then by default we wont have access to python and the LearningAgents training scripts - these are editor-only things and are stripped during the cooking process.

    However, running training in non-editor builds can be very important - we probably want to disable rendering and sound while we are training to make experience gathering as fast as possible - and for any non-trivial game is simply may not be realistic to run it for a long time in play-in-editor.

    For this reason even in non-editor builds we let you provide the path where all of these editor-only things can be found. This allows you to run training when these things actually exist somewhere accessible to the executable, which will usually be the case on a normal development machine or cloud machine if it is set up that way.

    Since non-editor builds can be produced in a number of different ways, this is not set by default and cannot use a directory picker since it is relative to the final location of where your cooked, non-editor executable will exist rather than the current with-editor executable.

  • non_editor_intermediate_relative_path (str): [Read-Write] The relative path to the intermediate folder for non-editor builds.