diff --git a/.idea/.idea.Luckyrobots/.idea/workspace.xml b/.idea/.idea.Luckyrobots/.idea/workspace.xml
index 1627bd79..402110ef 100644
--- a/.idea/.idea.Luckyrobots/.idea/workspace.xml
+++ b/.idea/.idea.Luckyrobots/.idea/workspace.xml
@@ -14,16 +14,110 @@
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@@ -37,9 +131,29 @@
-
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{
"associatedIndex": 4
@@ -191,7 +305,8 @@
-
+
+
diff --git a/Binaries/Mac/Luckyrobots-Mac-Shipping.target b/Binaries/Mac/Luckyrobots-Mac-Shipping.target
deleted file mode 100644
index 8e21e889..00000000
--- a/Binaries/Mac/Luckyrobots-Mac-Shipping.target
+++ /dev/null
@@ -1,3552 +0,0 @@
-{
- "TargetName": "ShaderCompileWorker",
- "Platform": "Win64",
- "Configuration": "Development",
- "TargetType": "Program",
- "IsTestTarget": false,
- "Architecture": "x64",
- "Project": "../../Luckyrobots.uproject",
- "Launch": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker.exe",
- "Version":
- {
- "MajorVersion": 5,
- "MinorVersion": 5,
- "PatchVersion": 2,
- "Changelist": 0,
- "CompatibleChangelist": 37670630,
- "IsLicenseeVersion": 0,
- "IsPromotedBuild": 0,
- "BranchName": "UE5",
- "BuildId": "200e7b79-01e1-46c8-8c4c-a998b7049535"
- },
- "BuildProducts": [
- {
- "Path": "$(EngineDir)/Binaries/Win64/OpenColorIO_2_3.dll",
- "Type": "DynamicLibrary"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-Analytics.dll",
- "Type": "DynamicLibrary"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-Analytics.pdb",
- "Type": "SymbolFile"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-ApplicationCore.dll",
- "Type": "DynamicLibrary"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-ApplicationCore.pdb",
- "Type": "SymbolFile"
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- {
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- "Type": "DynamicLibrary"
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- {
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- "Type": "SymbolFile"
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- {
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- {
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- "Type": "SymbolFile"
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- {
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- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-BuildSettings.pdb",
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- {
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- {
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- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-CorePreciseFP.pdb",
- "Type": "SymbolFile"
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- "Type": "SymbolFile"
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- {
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- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DerivedDataCache.pdb",
- "Type": "SymbolFile"
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- {
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- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DesktopPlatform.pdb",
- "Type": "SymbolFile"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DeveloperSettings.dll",
- "Type": "DynamicLibrary"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DeveloperSettings.pdb",
- "Type": "SymbolFile"
- },
- {
- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DeveloperToolSettings.dll",
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- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-DeveloperToolSettings.pdb",
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- "Path": "$(EngineDir)/Binaries/Win64/ShaderCompileWorker-InputCore.pdb",
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index a62f9507..3fba1e7f 100644
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+++ b/Plugins/FileHelperPlugin/Binaries/Win64/UnrealEditor-FileHelper.dll
@@ -1,3 +1,3 @@
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diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/CameraSensorHandler.cpp b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/CameraSensorHandler.cpp
new file mode 100644
index 00000000..329a4f6e
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/CameraSensorHandler.cpp
@@ -0,0 +1,7 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "AI/CameraSensorHandler.h"
+
+
+// Add default functionality here for any ICameraSensorHandler functions that are not pure virtual.
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceManager.cpp b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceManager.cpp
new file mode 100644
index 00000000..105e898a
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceManager.cpp
@@ -0,0 +1,84 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "AI/PickAndPlaceManager.h"
+
+#include "Components/StateTreeComponent.h"
+
+
+// Sets default values
+APickAndPlaceManager::APickAndPlaceManager()
+{
+ // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
+ PrimaryActorTick.bCanEverTick = false;
+
+}
+
+// Called when the game starts or when spawned
+void APickAndPlaceManager::BeginPlay()
+{
+ Super::BeginPlay();
+
+}
+
+// Called every frame
+void APickAndPlaceManager::Tick(float DeltaTime)
+{
+ Super::Tick(DeltaTime);
+
+}
+
+bool APickAndPlaceManager::SetNewTarget_Implementation(AActor* StateTreeOwner, AActor* TargetActor, AActor* PlaceArea)
+{
+ if (IsValid(TargetActor) && IsValid(PlaceArea) && IsValid(StateTreeOwner))
+ {
+ if (UStateTreeComponent* STC = StateTreeOwner->FindComponentByClass())
+ {
+ FStateTreeEvent Event;
+ Event.Origin = "PickAndPlaceStart";
+ Event.Tag = PickAndPlaceStartTag;
+ STC->SendStateTreeEvent(Event);
+ }
+ CurrentTargetActor = TargetActor;
+ CurrentPlaceArea = PlaceArea;
+ if (!CurrentTargetActor->Tags.Contains(PickAndPlaceTag))
+ {
+ CurrentTargetActor->Tags.Add(PickAndPlaceTag);
+ }
+ if (OnPickAndPlaceTargetsUpdated.IsBound())
+ {
+ OnPickAndPlaceTargetsUpdated.Broadcast(this);
+ }
+ return true;
+ }
+ return false;
+}
+
+bool APickAndPlaceManager::PickAndPlaceSuccess_Implementation(AActor* StateTreeOwner)
+{
+ if (IsValid(StateTreeOwner))
+ {
+ if (UStateTreeComponent* STC = StateTreeOwner->FindComponentByClass())
+ {
+ FStateTreeEvent Event;
+ Event.Origin = "PickAndPlaceSuccess";
+ Event.Tag = PickAndPlaceSuccessTag;
+ STC->SendStateTreeEvent(Event);
+ }
+ }
+ if (OnPickAndPlaceSuccess.IsBound())
+ {
+ OnPickAndPlaceSuccess.Broadcast(this);
+ }
+ return true;
+}
+
+AActor* APickAndPlaceManager::GetCurrentTargetActor() const
+{
+ return CurrentTargetActor;
+}
+
+AActor* APickAndPlaceManager::GetCurrentPlaceArea() const
+{
+ return CurrentPlaceArea;
+}
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceUser.cpp b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceUser.cpp
new file mode 100644
index 00000000..9aaa53da
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceUser.cpp
@@ -0,0 +1,7 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "AI/PickAndPlaceUser.h"
+
+
+// Add default functionality here for any IPickAndPlaceUser functions that are not pure virtual.
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/Tasks/STT_PickAndPlace.cpp b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/Tasks/STT_PickAndPlace.cpp
new file mode 100644
index 00000000..b065d109
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/Tasks/STT_PickAndPlace.cpp
@@ -0,0 +1,23 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "AI/Tasks/STT_PickAndPlace.h"
+#include "StateTreeExecutionContext.h"
+#include "AI/PickAndPlaceUser.h"
+#include "Lib/LuckyWorldFunctions.h"
+
+EStateTreeRunStatus FSTT_PickAndPlace::EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const
+{
+ if (UObject* Ref = Context.GetOwner())
+ {
+ if (Ref->GetClass()->ImplementsInterface(UPickAndPlaceUser::StaticClass()))
+ {
+ if (APickAndPlaceManager* Manager = ULuckyWorldFunctions::GetPickAndPlaceManager(Ref))
+ {
+ IPickAndPlaceUser::Execute_SetPickAndPlaceTargets(Ref,Manager->GetCurrentTargetActor(),Manager->GetCurrentPlaceArea());
+ return EStateTreeRunStatus::Running;
+ }
+ }
+ }
+ return EStateTreeRunStatus::Failed;
+}
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Lib/LuckyWorldFunctions.cpp b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Lib/LuckyWorldFunctions.cpp
new file mode 100644
index 00000000..2416e8c6
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Lib/LuckyWorldFunctions.cpp
@@ -0,0 +1,116 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+
+#include "Lib/LuckyWorldFunctions.h"
+#include "EngineUtils.h"
+#include "IImageWrapperModule.h"
+#include "IImageWrapper.h"
+#include "Modules/ModuleManager.h"
+#include "Engine/TextureRenderTarget2D.h"
+#include "Modules/ModuleManager.h"
+#include "Misc/FileHelper.h"
+#include "Engine/Texture2D.h"
+#include "RenderUtils.h"
+
+APickAndPlaceManager* ULuckyWorldFunctions::GetPickAndPlaceManager(UObject* WorldContextObject)
+{
+ if (IsValid(WorldContextObject))
+ {
+ for (TActorIterator Itr(WorldContextObject->GetWorld()); Itr; ++Itr)
+ {
+ return *Itr;
+ }
+ }
+ return nullptr;
+}
+
+bool ULuckyWorldFunctions::SaveRenderTargetToDisk(UTextureRenderTarget2D* RenderTarget, const FString& Filename, bool bAsPNG, bool bFlipVertically)
+{
+ if (!IsValid(RenderTarget)) return false;
+
+ FRenderTarget* RenderTargetResource = RenderTarget->GameThread_GetRenderTargetResource();
+ TArray Bitmap;
+ RenderTargetResource->ReadPixels(Bitmap);
+
+ if (Bitmap.Num() <= 0) return false;
+
+ if (bFlipVertically)
+ {
+ for (int32 Row = 0; Row < RenderTarget->SizeY / 2; Row++)
+ {
+ int32 IndexA = Row * RenderTarget->SizeX;
+ int32 IndexB = (RenderTarget->SizeY - Row - 1) * RenderTarget->SizeX;
+ for (int32 Col = 0; Col < RenderTarget->SizeX; Col++)
+ {
+ Bitmap.SwapMemory(IndexA + Col, IndexB + Col);
+ }
+ }
+ }
+
+ FString FullPath = FPaths::ProjectSavedDir() / TEXT("CapturedImages") / Filename;
+ FPaths::NormalizeFilename(FullPath);
+ IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked(FName("ImageWrapper"));
+ EImageFormat Format = bAsPNG ? EImageFormat::PNG : EImageFormat::JPEG;
+ TSharedPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(Format);
+
+ ImageWrapper->SetRaw(Bitmap.GetData(), Bitmap.GetAllocatedSize(), RenderTarget->SizeX, RenderTarget->SizeY, ERGBFormat::BGRA, 8);
+ const TArray64& ImageData = bAsPNG
+ ? ImageWrapper->GetCompressed(100)
+ : ImageWrapper->GetCompressed(75);
+
+ return FFileHelper::SaveArrayToFile(ImageData, *FullPath);
+}
+
+bool ULuckyWorldFunctions::SaveTextureToDisk(UTexture2D* Texture, const FString& Filename, bool bAsPNG, bool bFlipVertically)
+{
+ if (IsValid(Texture) || !Texture->GetPlatformData() || Texture->GetPlatformData()->Mips.Num() == 0)
+ {
+ return false;
+ }
+
+ FTexture2DMipMap& Mip = Texture->GetPlatformData()->Mips[0];
+ const void* Data = Mip.BulkData.LockReadOnly();
+
+ int32 Width = Mip.SizeX;
+ int32 Height = Mip.SizeY;
+ TArray Pixels;
+ Pixels.AddUninitialized(Width * Height);
+
+ if (Texture->GetPlatformData()->PixelFormat == PF_B8G8R8A8)
+ {
+ FMemory::Memcpy(Pixels.GetData(), Data, Width * Height * sizeof(FColor));
+ }
+ else
+ {
+ Mip.BulkData.Unlock();
+ return false;
+ }
+
+ Mip.BulkData.Unlock();
+
+ if (bFlipVertically)
+ {
+ for (int32 Row = 0; Row < Height / 2; Row++)
+ {
+ int32 IndexA = Row * Width;
+ int32 IndexB = (Height - Row - 1) * Width;
+ for (int32 Col = 0; Col < Width; Col++)
+ {
+ Pixels.SwapMemory(IndexA + Col, IndexB + Col);
+ }
+ }
+ }
+
+ IImageWrapperModule& ImageWrapperModule = FModuleManager::LoadModuleChecked(FName("ImageWrapper"));
+ EImageFormat Format = bAsPNG ? EImageFormat::PNG : EImageFormat::JPEG;
+ TSharedPtr ImageWrapper = ImageWrapperModule.CreateImageWrapper(Format);
+
+ ImageWrapper->SetRaw(Pixels.GetData(), Pixels.GetAllocatedSize(), Width, Height, ERGBFormat::BGRA, 8);
+ const TArray64& ImageData = bAsPNG
+ ? ImageWrapper->GetCompressed(100)
+ : ImageWrapper->GetCompressed(75);
+
+ FString FullPath = FPaths::ProjectSavedDir() / TEXT("CapturedImages") / Filename;
+ FPaths::NormalizeFilename(FullPath);
+ return FFileHelper::SaveArrayToFile(ImageData, *FullPath);
+}
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/CameraSensorHandler.h b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/CameraSensorHandler.h
new file mode 100644
index 00000000..cc8e4dea
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/CameraSensorHandler.h
@@ -0,0 +1,61 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "UObject/Interface.h"
+
+#include "CameraSensorHandler.generated.h"
+
+// This class does not need to be modified.
+UINTERFACE(MinimalAPI)
+class UCameraSensorHandler : public UInterface
+{
+ GENERATED_BODY()
+};
+
+/**
+ *
+ */
+class LUCKYMUJOCO_API ICameraSensorHandler
+{
+ GENERATED_BODY()
+
+ // Add interface functions to this class. This is the class that will be inherited to implement this interface.
+public:
+
+ /**
+ * @return - The array of camera sensors.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "Cameras")
+ TArray GetCameraSensors();
+
+ /**
+ * Spawn a camera sensor child actor component.
+ * NOTE::You will need to make sure you set the class in the AddChildActorComponent function or this will return a nullptr.
+ * @param Transform - The new transform to spawn the camera at.
+ * @param Value - The return index for the new camera in the array.
+ * @return - The spawned camera component.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "Cameras")
+ UChildActorComponent* AddCameraSensor(const FTransform& Transform, int32& Value);
+
+ /**
+ * Move a camera to a new world transform at the given index.
+ * @param Transform - The new camera transform.
+ * @param Index - The index for the camera in the array.
+ * @return - True if valid index.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "Cameras")
+ bool UpdateCameraSensorTransform(const FTransform& Transform, int32 Index);
+
+ /**
+ * Reset the camera to its original position.
+ * NOTE::The camera indexes need to be cached in the actor or it will fail.
+ * @param Index - The camera index.
+ * @return - True if valid index.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "Cameras")
+ bool ResetCameraSensorTransform(int32 Index);
+
+};
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceManager.h b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceManager.h
new file mode 100644
index 00000000..6ce7914d
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceManager.h
@@ -0,0 +1,98 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "GameplayTagContainer.h"
+#include "GameFramework/Actor.h"
+#include "PickAndPlaceManager.generated.h"
+
+DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickAndPlaceTargetsUpdated, APickAndPlaceManager*, Manager);
+DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPickAndPlaceSuccess, APickAndPlaceManager*, Manager);
+
+UCLASS()
+class LUCKYMUJOCO_API APickAndPlaceManager : public AActor
+{
+ GENERATED_BODY()
+
+public:
+ // Sets default values for this actor's properties
+ APickAndPlaceManager();
+
+ /**
+ * Notify pick and place has started.
+ */
+ UPROPERTY(BlueprintAssignable,Category = "PickAndPlace")
+ FOnPickAndPlaceTargetsUpdated OnPickAndPlaceTargetsUpdated;
+
+ /**
+ * Notify pick and place has succeeded.
+ */
+ UPROPERTY(BlueprintAssignable,Category = "PickAndPlace")
+ FOnPickAndPlaceSuccess OnPickAndPlaceSuccess;
+
+ /**
+ * The gameplay tag to send to the state tree to start pick and place.
+ */
+ UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "PickAndPlace")
+ FGameplayTag PickAndPlaceStartTag;
+
+ /**
+ * The gameplay tag to send to the state tree to stop pick and place.
+ */
+ UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "PickAndPlace")
+ FGameplayTag PickAndPlaceSuccessTag;
+
+ /**
+ * The actor tag that is required to consider an object entering the "box" to be a valid pick and place object.
+ */
+ UPROPERTY(EditAnywhere,BlueprintReadWrite,Category = "PickAndPlace")
+ FName PickAndPlaceTag;
+
+protected:
+ // Called when the game starts or when spawned
+ virtual void BeginPlay() override;
+
+public:
+ // Called every frame
+ virtual void Tick(float DeltaTime) override;
+
+ /**
+ * Initialize the pick and place logic.
+ * @param StateTreeOwner - The owner of the state tree so we can send an event to the state tree to continue.
+ * @param TargetActor - The target to pick and place.
+ * @param PlaceArea - The area to place the target actor.
+ * @return - True if both target actor and place area are valid.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "PickAndPlace")
+ bool SetNewTarget(AActor* StateTreeOwner, AActor* TargetActor, AActor* PlaceArea);
+
+ /**
+ * For now, this just broadcasts the event and sends a gameplay tag to the owner of the state tree, but more can be done here if needed.
+ * @param StateTreeOwner - The owner of the state tree so we can send an event to the state tree to continue.
+ * @return - Dummy value.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category = "PickAndPlace")
+ bool PickAndPlaceSuccess(AActor* StateTreeOwner);
+
+ /**
+ * @return - CurrentTargetActor.
+ */
+ UFUNCTION(BlueprintPure,Category = "PickAndPlace")
+ AActor* GetCurrentTargetActor() const;
+
+ /**
+ * @return - CurrentPlaceArea.
+ */
+ UFUNCTION(BlueprintPure,Category = "PickAndPlace")
+ AActor* GetCurrentPlaceArea() const;
+
+private:
+
+ UPROPERTY()
+ AActor* CurrentTargetActor;
+
+ UPROPERTY()
+ AActor* CurrentPlaceArea;
+
+};
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceUser.h b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceUser.h
new file mode 100644
index 00000000..3acc7faf
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/PickAndPlaceUser.h
@@ -0,0 +1,43 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "UObject/Interface.h"
+
+#include "PickAndPlaceUser.generated.h"
+
+// This class does not need to be modified.
+UINTERFACE(MinimalAPI)
+class UPickAndPlaceUser : public UInterface
+{
+ GENERATED_BODY()
+};
+
+/**
+ *
+ */
+class LUCKYMUJOCO_API IPickAndPlaceUser
+{
+ GENERATED_BODY()
+
+ // Add interface functions to this class. This is the class that will be inherited to implement this interface.
+public:
+
+ /**
+ * Set pick and place targets.
+ * @param PickAndPlaceTarget - The target to pick up.
+ * @param PickAndPlaceArea - The area to drop the location at.
+ * @return - True if both targets are valid.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category="PickAndPlaceUser")
+ bool SetPickAndPlaceTargets(AActor* PickAndPlaceTarget, AActor* PickAndPlaceArea);
+
+ /**
+ * Tell the robot to place the target at the desired location.
+ * @return - True if both targets are valid.
+ */
+ UFUNCTION(BlueprintCallable,BlueprintNativeEvent,Category="PickAndPlaceUser")
+ bool PlaceTarget();
+
+};
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/Tasks/STT_PickAndPlace.h b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/Tasks/STT_PickAndPlace.h
new file mode 100644
index 00000000..625a4bca
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/AI/Tasks/STT_PickAndPlace.h
@@ -0,0 +1,36 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "StateTreeTaskBase.h"
+#include "StateTreeExecutionContext.h"
+#include "Components/LuckyCustomMovementComponent.h"
+#include "STT_PickAndPlace.generated.h"
+
+USTRUCT(BlueprintType)
+struct FSTT_PickAndPlaceInstanceData
+{
+ GENERATED_BODY()
+
+ UPROPERTY()
+ bool Dummy = false;
+};
+
+/**
+ * Basic pick and place.
+ */
+USTRUCT(BlueprintType, meta = (DisplayName = "Lucky Pick And Place"))
+struct LUCKYMUJOCO_API FSTT_PickAndPlace : public FStateTreeTaskCommonBase
+
+{
+ GENERATED_BODY()
+
+public:
+
+ using FInstanceData = FSTT_PickAndPlaceInstanceData;
+ virtual const UStruct* GetInstanceDataType() const override {return FInstanceData::StaticStruct();}
+
+ virtual EStateTreeRunStatus EnterState(FStateTreeExecutionContext& Context, const FStateTreeTransitionResult& Transition) const override;
+
+};
diff --git a/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Lib/LuckyWorldFunctions.h b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Lib/LuckyWorldFunctions.h
new file mode 100644
index 00000000..0e11810d
--- /dev/null
+++ b/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Lib/LuckyWorldFunctions.h
@@ -0,0 +1,50 @@
+// Fill out your copyright notice in the Description page of Project Settings.
+
+#pragma once
+
+#include "CoreMinimal.h"
+#include "AI/PickAndPlaceManager.h"
+#include "Kismet/BlueprintFunctionLibrary.h"
+#include "LuckyWorldFunctions.generated.h"
+
+/**
+ *
+ */
+UCLASS()
+class LUCKYMUJOCO_API ULuckyWorldFunctions : public UBlueprintFunctionLibrary
+{
+ GENERATED_BODY()
+
+public:
+
+ /**
+ * Get the pick and place manager.
+ * @param WorldContextObject - The world context owner.
+ * @return - The first pick and place manager.
+ */
+ UFUNCTION(BlueprintCallable,Category = "LuckyWorld|PickAndPlace", meta = (WorldContext = "WorldContextObject"))
+ static APickAndPlaceManager* GetPickAndPlaceManager(UObject* WorldContextObject);
+
+ /**
+ * Save a render target (texture target from scene capture component 2D) to disk.
+ * @param RenderTarget - The render target to save to disk.
+ * @param Filename - The path for the file.
+ * @param bAsPNG - If true, we write as a png.
+ * @param bFlipVertically - If true, we will flip the pixels.
+ * @return - True if saved.
+ */
+ UFUNCTION(BlueprintCallable,Category = "LuckyWorld|Utils|Images")
+ static bool SaveRenderTargetToDisk(UTextureRenderTarget2D* RenderTarget, const FString& Filename, bool bAsPNG = true, bool bFlipVertically = false);
+
+ /**
+ * Save a texture to disk.
+ * @param Texture - The texure to save to disk.
+ * @param Filename - The path for the file.
+ * @param bAsPNG - If true, we write as a png.
+ * @param bFlipVertically - If true, we will flip the pixels.
+ * @return - True if saved.
+ */
+ UFUNCTION(BlueprintCallable,Category = "LuckyWorld|Utils|Images")
+ static bool SaveTextureToDisk(UTexture2D* Texture, const FString& Filename, bool bAsPNG = true, bool bFlipVertically = true);
+
+};
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