This change consists of multiple changes: Core: - Deprecation of ANY_PACKAGE macro. Added ANY_PACKAGE_DEPRECATED macro which can still be used for backwards compatibility purposes (only used in CoreUObject) - Deprecation of StaticFindObjectFast* functions that take bAnyPackage parameter - Added UStruct::GetStructPathName function that returns FTopLevelAssetPath representing the path name (package + object FName, super quick compared to UObject::GetPathName) + wrapper UClass::GetClassPathName to make it look better when used with UClasses - Added (Static)FindFirstObject* functions that find a first object given its Name (no Outer). These functions are used in places I consider valid to do global UObject (UClass) lookups like parsing command line parameters / checking for unique object names - Added static UClass::TryFindType function which serves a similar purpose as FindFirstObject however it's going to throw a warning (with a callstack / maybe ensure in the future?) if short class name is provided. This function is used in places that used to use short class names but now should have been converted to use path names to catch any potential regressions and or edge cases I missed. - Added static UClass::TryConvertShortNameToPathName utility function - Added static UClass::TryFixShortClassNameExportPath utility function - Object text export paths will now also include class path (Texture2D'/Game/Textures/Grass.Grass' -> /Script/Engine.Texture2D'/Game/Textures/Grass.Grass') - All places that manually generated object export paths for objects will now use FObjectPropertyBase::GetExportPath - Added a new startup test that checks for short type names in UClass/FProperty MetaData values AssetRegistry: - Deprecated any member variables (FAssetData / FARFilter) or functions that use FNames to represent class names and replaced them with FTopLevelAssetPath - Added new member variables and new function overloads that use FTopLevelAssetPath to represent class names - This also applies to a few other modules' APIs to match AssetRegistry changes Everything else: - Updated code that used ANY_PACKAGE (depending on the use case) to use FindObject(nullptr, PathToObject), UClass::TryFindType (used when path name is expected, warns if it's a short name) or FindFirstObject (usually for finding types based on user input but there's been a few legitimate use cases not related to user input) - Updated code that used AssetRegistry API to use FTopLevelAssetPaths and USomeClass::StaticClass()->GetClassPathName() instead of GetFName() - Updated meta data and hardcoded FindObject(ANY_PACKAGE, "EEnumNameOrClassName") calls to use path names #jira UE-99463 #rb many.people [FYI] Marcus.Wassmer #preflight 629248ec2256738f75de9b32 #codereviewnumbers 20320742, 20320791, 20320799, 20320756, 20320809, 20320830, 20320840, 20320846, 20320851, 20320863, 20320780, 20320765, 20320876, 20320786 #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 20430220 via CL 20433854 via CL 20435474 via CL 20435484 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v949-20362246) [CL 20448496 by robert manuszewski in ue5-main branch]
MLAdapter
please note that this plugin is very much experimental and work-in-progress
The goal of the MLAdapter plugin is to supply external clients (like a python script) with an ability to interface with a running UE5 instance in an organized fashion.
A client can connect to an UE5 instance and using RPCs (remote procedure calls) add in-game agents, configure them (declaring what kind of Sensors and Actuators the agent needs), get data from the world (collected by agent’s sensors) and affect the world (via agent’s actuators).
An optional but a very important part of the MLAdapter plugin is the accompanying python package (uemladapter) that adheres to OpenAI Gym’s API making it easy to work with MLAdapter-plugin-empowered-UE5-games/projects just like with any other OpenAI Gym environment. The python package makes such a UE5 game/project a regular OpenAI Gym environment (http://gym.openai.com/docs/) which means users can interact with a UE5 instance without changing their pipelines/workflows. At the moment the python code has no examples of agent training - right now we’re just supplying new environments to interact with.
The following diagram presents an overview of MLAdapter's architecture.
Please note that the plugin is still in very early development. All feedback is highly encouraged.
Installation
C++
UE5 note: ActionRPG has not been updated to UE5 yet, but UE4 version compiles just fine
The plugin’s source code can be found in Engine/Plugins/AI/MLAdapter. We also strongly suggest getting the latest Samples/Games/ActionRPG, as well as the last possible (recently removed) PlatformerGame version, as we've made some minor modifications to those samples making them cooperate better with the plugin. By default the plugin is not enabled for those games. To enable it add the following section to game’s *.uproject, right after the “Modules” section:
"Plugins": [
{
"Name": "MLAdapter",
"Enabled": true
}
],
Note that it’s not necessary to regenerate project files after this change, the UBT will pick the change up automatically.
Python
Getting python
First you need python on your machine. The absolute easiest way to get it is to download an installer from https://www.python.org/downloads/ (3.7.x would be best) and install it with default settings. If asked, agree to adding python to environment variables.
unreal.mladapter package
The unreal.mladapter python package can be found in Engine/Plugins/AI/MLAdapter/Source/python. To add the package to your python distribution just call the following in the MLAdapter/Source/python directory:
pip install -e .
The installation script will install the package's dependencies but if it turns out something’s missing please let me know.
Running
On the C++ side all one needs to do is to enable the plugin for the given project and compile (to ensure MLAdapter plugin’s binaries are up to date).
On the python side, the unreal.mladapter package supports both connecting to a running instance of UE5 as well as launching one. Launching does require the user to add UE-DevBinaries to environment variables (pointing at the directory where the executable can be found, UnrealEditor-Win64-Debug.exe or UnrealEditor.exe will be used, depending on unreal.mladapter.runner:_DEBUG) or adding the --exec parameter to python script’s execution. The --exec should point at a specific executable file to use.
Example:
or:
python custom_params.py --exec=d:/p4/df/Engine/Binaries/Win64/UnrealEditor.exe
where custom_params.py is a script using the unreal.mladapter package. Both ways will result in the same UE5 binary being used.
Example scripts
The MLAdapter/Source/python/examples directory contains example scripts one can use to construct/run/connect to a running UE5 game.
as_gym_env.py- uses OpenAI Gym’sgym.maketo construct an environment.custom_params.py- hand-creates an unreal.mladapter environment, configures it and runs (including launching the UE5 instance)connect_to_running.py- connects to a running instance of an UE5 game/project.
So assuming you have your UE-DevBinaries environment variable set up you can just navigate to the examples directory and run the following command:
python custom_params.py
When executed this script will launch ActionRPG (make sure you have it synced!), connect to it, do a one playthrough (executing random actions) and close both the script and the UE5 instance as soon as one playthrough is done.
unreal/mladapter/envs/__init__.py contains a list of available environments.
unit tests
The python unreal.mladapter package comes with a suite of basic unit test. You can find the test scripts in MLAdapter/Source/python/tests. These scripts can be run individually just like any other python script, or run:
python -m unittest discover tests/
while in MLAdapter/Source/python.
Current limitations
There’s a lot more, but here are some highlights:
- The camera’s sensor implementation is very naïve (which affects perf). Proper implementation pending.
- only the Windows platform is supported at the moment and we've tested it only on Win64. Note that the rpclib does support other platforms, we "just" need to compile rpclib for those platforms and it should work.
Practical advice
General
If your client doesn’t seem to be able to connect to the rpc server try using a different port. It’s the -mladapterport= option when launching UE5 instance and server_port parameter of unreal.mladapter environment’s constructor.
Python
When manually creating unreal.mladapter environments or connecting to one you want to debug on the C++ side it’s useful to add timeout parameter to environment’s constructor, like so:
env = ActionRPG(timeout=3600)
This will make sure the rpcclient won’t disconnect while you debug the C++ side (well, it will, after an hour!). The default timeout is 120 seconds and it might not be enough for bigger levels to load, especially when run in debug mode.
UnableToReachRPCServer
If you're getting unreal.mladapter.error.UnableToReachRPCServer thrown in your face check the timeout value (the one mentioned above). Try setting it to something huge and see if you're still getting the error when your UE5 instance finishes loading.
An alternative reason may be that your project doesn't have the MLAdapter plugin enabled. Make sure that your project does have
{
"Name": "MLAdapter",
"Enabled": true
}
in it's *.uproject file's "Plugins" section.
WSAECONNREFUSED
You'll probably see repeaded WSAECONNREFUSED warning reported while the UE5 instance is launching. This is normal and nothing to worry about, the connection cannot be established until the MLAdapter plugin gets loaded by the UE5 instance and MLAdapterManager gets created, which can take some time.
If you get the warning when the UE5 instance is fully up and running make sure the project has MLAdapter plugin enabled and it's listening on the port you're expecting. To force a specific port you can use -MLAdapterPort=XXXXX command line parameter for the UE5 instance and --port=XXXXX for the python script.
Feedback
Please send your feedback to ml-adapter@epicgames.com

