unreal | Reinforcement learning with unsupervised auxiliary tasks | Machine Learning library
kandi X-RAY | unreal Summary
kandi X-RAY | unreal Summary
Replicating UNREAL algorithm described in Google Deep Mind's paper "Reinforcement learning with unsupervised auxiliary tasks.". Implemented with TensorFlow and DeepMind Lab environment.
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Top functions reviewed by kandi - BETA
- Process action
- Subsample an array
- Calculate pixel change
- Get the current image
- Runs the optimizer
- Logarithmic logarithm
- Create the network
- Create the base network
- Train function
- Starts the training
- Generate a background worker
- Preprocess an observation frame
- Resets the progress bar
- Stop the gym environment
- Stop the lab environment
- Add a frame to the output
- Get action size
- Update the surface
- Reset state
- Process an action
- Get options for given option type
- Add a frame
- Setup the maze image
- Prepare the loss
- Synchronize from src_network to dst_network
- Minimize the given loss
unreal Key Features
unreal Examples and Code Snippets
Community Discussions
Trending Discussions on unreal
QUESTION
I am trying to package a project which contains support for Armv7a, but cannot successfully since its throwing me exceptions. I am able to package for arm64 successfully if I untick the option in package project window in Unreal Engine 4.27.2.
I have also been researching through the Internet, but simply cannot find a solution, they solutions presented were to disable exceptions all together using "-fno-exceptions" but that doesn't seem to work either.
The error is for building .so for armv7 is as follows:
...ANSWER
Answered 2022-Feb-11 at 15:23The correct solution to this is proper compatibility according to UE4 Documentation.
UE Engine v4.27.2 supports NDK v21.4e where I earlier tried to use v23.0. After downloading and changing to v21.4e I was able to successfully compile for armv7a devices.
QUESTION
I've been doing some big data work, and I've been writing a script to automate the formatting of a 15,000+ row .csv into a formatted excel file. I've been using Openpyxl for most of the formatting work.
I need to merge the server name cells in the Hostname column with the empty cells below it, but can't seem to get it working. In the table below, I need to merge Dev Server with all of the empty cells below it (to stop at RAS Server). Then merge RAS Server with the empty cells below that, and Prod Server with the empty cells below that.
The issue I'm having is I can't seem to specify the right for
loop that identifies a cell with a string, iterates through each of the cells below it (merging with the empty cells), and then stopping and starting a new merged cell at the next cell containing a string.
Specified parameters/cell numbers cannot work here - the real table is 15,000+ lines long, and the amount of 'installed software' on each server ranges from 25-200+ per server. To make things better, the real server names also have no consistent naming pattern or scheme.
Is this possible? Any help or direction would be much appreciated.
Hostname Installed Software Dev Server Microsoft Word Microsoft Excel Microsoft Teams Visual Studio Code Discord RAS Server Microsoft Word Spotify Log4j Prod Server Adobe Photoshop Unreal Engine Adobe PDF Reader Steam Adobe Illustrator Hyper-V ...ANSWER
Answered 2022-Feb-10 at 03:21wb = openpyxl.load_workbook("Test.xlsx") # Load Workbook
ws = wb["Sheet1"] # Load Worksheet
total_rows = [] # Used to enumerate the total number of rows
# in the Worksheet
for i in range (1,20000):
if ws["B" + str(i)].value != None:
total_rows.append(i) # If the cell has a string, the
# cell row number is appended to
# total_rows. Indexing the last
# number is total_rows will give
# you the total number of rows
cells_with_strings = []
for i in range (1,(total_rows[-1])):
if ws["A" + str(i)].value != None:
cells_with_strings.append(int(i))
# Iterates through each cell in column A, and appends
# the row numbers of cells containing text to cells_with_strings
merge_cell_range = len(cells_with_strings) - 1
for i in range (0, (merge_cell_range)):
ws.merge_cells("A" + str(cells_with_strings[i]) + ":" + "A" + str((cells_with_strings[(i+1)])-1))
# Using the values in cell_with_strings, it merges the cells in the rows
# represented by the values in cells_with_strings. This works for all
# merges except for the last merge.
final_merge = []
for i in range ((cells_with_strings[-1]), ((cells_with_strings[-1]) + 9999)):
if ws["B" + str(i)].value != None:
final_merge.append(int(i))
ws.merge_cells("A" + str(final_merge[0]) + ":" + "A" + str(final_merge[-1]))
# The last row merge requires different code to the iteration merge.
wb.save("Test.xlsx")
QUESTION
I tried creating c++ project on ue5 but it gave me this error:
Unreal Engine 5 Project Error Img
Creating a c++ project in ue4 works fine, I can also create ue5 project but in blueprints only.
How do I fix this error so I can create an ue5 c++ project?
...ANSWER
Answered 2022-Jan-26 at 14:52Have you tried installing C++ editor? as example, you can install visual studio.To add C++ tools to your VS installation, make sure you select Game development with C++ under Workloads. that worked for me
QUESTION
When binding a Multi Cast Delegate, what is the use differences between Add()
and AddUObject()
?
I've been using AddUObject()
on all of my bindings and they seems to work fine which has me wondering what the base Add()
version is used for.
Ive read the information on this page :
Unreal Documentation - Multicast Delegates
But I'm not quite sure the appropriate place to use each one. In what scenario would I use Add()
or AddUObject()
?
Thanks!
...ANSWER
Answered 2022-Jan-27 at 16:00Add
takes in an FDelegate
.
AddUObject
is syntactic sugar for creating a templated delegate and binding it to the provided UObject, then calling Add
with the created delegate.
It is just this:
QUESTION
I'm wondering what value a bit-field class member variable will have if it is not explicitly initialized.
Using an example from unreal engine 4.27:
...ANSWER
Answered 2022-Jan-24 at 10:06Dug a little bit deeper, so I'll try to answer this myself. I believe that for a normal C++ class it would be undefined behaviour as I cannot find any info suggesting otherwise for bit-fields specifically.
For the UE4 example, most objects in the engine including the cited UPrimitiveComponent
example are derived from UObject
, and I did find deep in the documentation that these are automatically zero initialized:
Automatic Property Initialization UObjects are automatically zeroed on initialization, before the constructor is called. This happens for the whole class, UProperties and native members alike. Members can subsequently be initialized with custom values in the class constructor.
In the code this will happen in StaticAllocateObject
in UObjectGlobals.cpp
, the memory is earlier malloc
'd and then FMemory::Memzero
is called which ultimately uses memset
to zero the memory
QUESTION
This is the code in Unreal C++
...ANSWER
Answered 2022-Jan-15 at 13:23Look for documentation of FVector
. Search "operators". Look for |
. Find:
QUESTION
I have a couple of solutions to a "double definition" problem, but I can't figure what they're really doing to work around the type erasure issue.
I'll give some general context as well, since I'm probably approaching the problem wrong in the first place, but ultimately help understanding DummyImplicits & by-name params in this context is enough.
Context
I'm replacing parsers for deeply nested JSON where pretty much every value is optional, and nearly all data (including Int, Double, etc.) is stored as Strings. The classes that catch the parsed values take this general form (for now).
...ANSWER
Answered 2022-Jan-12 at 01:56The relevant section of compiled code for option-1
looks like
QUESTION
The unreal engine source code has this bit in a validity check function:
...ANSWER
Answered 2021-Dec-23 at 14:56There are two separate questions here: what does this code do, and does it work?
One common way that vtables are implemented is by storing a pointer to the vtable at the base of the object. So, for example, on a 32-bit machine, the first four bytes of the object would be a pointer to the vtable, and on a 64-bit machine the first eight bytes of the object would be a pointer to the vtable.
With that in mind, let’s think about what *(void**)this
does. The this
pointer points to the base of the object. We want to interpret the beginning of that object as a pointer to a vtable, so we want to get the value of the pointer at the base of the object. However, we don’t have a name for that pointer, so we can’t look it up by name, and because the vtable is set up by the compiler there is no C++ type that corresponds to “a vtable.” So instead, we’ll do the following. We’ll envision the pointer we want to read as being a void*
(a pointer to “something whose type we don’t know.”) The this
pointer is pointing right at that void*
, so we’ll introduce a cast of (void**)this
to say “pretend that this
points at a void*
.” We then dereference that pointer to read the void*
that’s stored there, which is our vtable pointer. Collectively, that gives us *(void**)this
.
The next question is why the null-check works. In a general, this safety check won’t work. It presumes that when space for an object is allocated, the memory is set to all 0s before the object is constructed. Assuming that’s the case, if the vtable pointer hasn’t been set up, then the bytes allocated to it would be 0s, which on some C++ implementations is treated as a null pointer. So the check you’ve listed here would then read the vtable pointer, see if it’s null, and then report an error if it is.
However, there’s a lot of assumptions there - that the memory is nulled out before the object is constructed, that the vtable is at the exact base of the object, etc. I’m not familiar with the specifics of the Unreal engine, but I assume it probably is set up to ensure these requirements are met.
QUESTION
I have an array of transformation matrices representing camera positions. I want to use these to take many screenshots (10s of thousands).
I want to perform this as follows:
- Read transform from array
- Place camera where it needs to be
- Take screenshot (automatically)
- Go to 1.
The blueprint I created is the following:
Using this blueprint, unreal engine crashes, which I think is due to the loop that tries to run under 1 frame.
How to take these automatic screenshots properly?
PS: new to UE.
...ANSWER
Answered 2021-Dec-14 at 19:18Regardless of the crashing issue, you will likely have to limit yourself to one screenshot per frame anyway, since you will want to give the renderer time to update with the new camera angle before taking the screenshot.
So I would recommend having an Index variable on your blueprint, and every frame you:
- Take a screenshot
- ++Index
- If Index >= CameraTransforms.Count, exit
- Else, set the camera to CameraTransforms[Index]
Then wait till next frame. The reason I recommend taking a screenshot first is so that you've given the game/render threads time to update the last camera transform you set at the end of the last frame.
Hope that helps! P.s. You may want to look into Sequencer, and specifically rendering out videos from it. The workflow would be roughly the same as what I outlined above, but you could skip the screenshot step and render out an image sequence instead. I don't have a full end-to-end solution for you there, just planting an idea for you to look into if you want.
QUESTION
ANSWER
Answered 2021-Nov-29 at 03:03So I write a script to fix this.
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Install unreal
You can use unreal like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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