Pick and place logic
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099a3433ee
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119
.idea/.idea.Luckyrobots/.idea/workspace.xml
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.idea/.idea.Luckyrobots/.idea/workspace.xml
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<change beforePath="$PROJECT_DIR$/Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.pdb" beforeDir="false" afterPath="$PROJECT_DIR$/Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.pdb" afterDir="false" />
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||||
<change beforePath="$PROJECT_DIR$/Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.dll" beforeDir="false" afterPath="$PROJECT_DIR$/Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.dll" afterDir="false" />
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||||
</list>
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||||
<option name="SHOW_DIALOG" value="false" />
|
||||
<option name="HIGHLIGHT_CONFLICTS" value="true" />
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||||
@ -37,9 +131,29 @@
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||||
<option name="RECENT_GIT_ROOT_PATH" value="$PROJECT_DIR$" />
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||||
</component>
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||||
<component name="HighlightingSettingsPerFile">
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||||
<setting file="cidr-memory-view://2" root0="FORCE_HIGHLIGHTING" />
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
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||||
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
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||||
<setting file="cidr-memory-view://12" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/PickAndPlaceUser.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/AI/Tasks/STT_PickAndPlace.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Actors/MujocoVolumeActor.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Components/MujocoBodyComponent.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Private/Lib/LuckyWorldFunctions.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Actors/MujocoVolumeActor.h" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Components/MujocoBodyComponent.h" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/LuckyMujoco/Public/Misc/MujocoOptions.h" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/include/mujoco/mjdata.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://$PROJECT_DIR$/Plugins/LuckyMujoco/Source/ThirdParty/Mujoco/include/mujoco/mjtnum.h" root0="SKIP_HIGHLIGHTING" />
|
||||
<setting file="file://E:/EpicGames/UE5_5/Engine/Source/Runtime/CoreUObject/Private/UObject/ScriptCore.cpp" root0="FORCE_HIGHLIGHTING" />
|
||||
<setting file="file://E:/EpicGames/UE5_5/Engine/Source/Runtime/D3D12RHI/Private/D3D12StateCache.cpp" root0="FORCE_HIGHLIGHTING" />
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"associatedIndex": 4
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@ -191,7 +305,8 @@
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File diff suppressed because it is too large
Load Diff
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@ -1,2 +0,0 @@
|
||||
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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||||
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AHoxuhub_002Easm_002Fl_003AC_0021_003FUsers_003FBhrama_003FAppData_003FLocal_003FTemp_003FSandboxFiles_003FHynojar_003FHoxuhub_002Easm/@EntryIndexedValue">ForceIncluded</s:String></wpf:ResourceDictionary>
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|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDynamicObstacle.h
|
||||
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|
||||
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|
||||
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|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathFindPath.h
|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathNode.h
|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathFindPath.h
|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathVolume.h
|
||||
D:\Projects\luckyworld\luckyworld\Plugins\CPathfinding\Source\CPathfinding\Public\CPathDynamicObstacle.h
|
||||
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|
||||
|
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|
||||
// 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.
|
@ -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<UStateTreeComponent>())
|
||||
{
|
||||
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<UStateTreeComponent>())
|
||||
{
|
||||
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;
|
||||
}
|
@ -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.
|
@ -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;
|
||||
}
|
@ -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<APickAndPlaceManager> 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<FColor> 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<IImageWrapperModule>(FName("ImageWrapper"));
|
||||
EImageFormat Format = bAsPNG ? EImageFormat::PNG : EImageFormat::JPEG;
|
||||
TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(Format);
|
||||
|
||||
ImageWrapper->SetRaw(Bitmap.GetData(), Bitmap.GetAllocatedSize(), RenderTarget->SizeX, RenderTarget->SizeY, ERGBFormat::BGRA, 8);
|
||||
const TArray64<uint8>& 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<FColor> 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<IImageWrapperModule>(FName("ImageWrapper"));
|
||||
EImageFormat Format = bAsPNG ? EImageFormat::PNG : EImageFormat::JPEG;
|
||||
TSharedPtr<IImageWrapper> ImageWrapper = ImageWrapperModule.CreateImageWrapper(Format);
|
||||
|
||||
ImageWrapper->SetRaw(Pixels.GetData(), Pixels.GetAllocatedSize(), Width, Height, ERGBFormat::BGRA, 8);
|
||||
const TArray64<uint8>& ImageData = bAsPNG
|
||||
? ImageWrapper->GetCompressed(100)
|
||||
: ImageWrapper->GetCompressed(75);
|
||||
|
||||
FString FullPath = FPaths::ProjectSavedDir() / TEXT("CapturedImages") / Filename;
|
||||
FPaths::NormalizeFilename(FullPath);
|
||||
return FFileHelper::SaveArrayToFile(ImageData, *FullPath);
|
||||
}
|
@ -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<UChildActorComponent*> 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);
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
@ -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();
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
@ -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);
|
||||
|
||||
};
|
BIN
Plugins/LuckyTextWrite/Binaries/Win64/UnrealEditor-LuckyTextWrite.dll
(Stored with Git LFS)
BIN
Plugins/LuckyTextWrite/Binaries/Win64/UnrealEditor-LuckyTextWrite.dll
(Stored with Git LFS)
Binary file not shown.
BIN
Plugins/LuckyTextWrite/Binaries/Win64/UnrealEditor-LuckyTextWrite.pdb
(Stored with Git LFS)
BIN
Plugins/LuckyTextWrite/Binaries/Win64/UnrealEditor-LuckyTextWrite.pdb
(Stored with Git LFS)
Binary file not shown.
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12.dll
(Stored with Git LFS)
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12.dll
(Stored with Git LFS)
Binary file not shown.
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12.pdb
(Stored with Git LFS)
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12.pdb
(Stored with Git LFS)
Binary file not shown.
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12Backend.dll
(Stored with Git LFS)
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12Backend.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12Backend.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXD3D12Backend.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Api.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Api.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Api.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Api.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Settings.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Settings.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Settings.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3Settings.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3TemporalUpscaling.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3TemporalUpscaling.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3TemporalUpscaling.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFSR3TemporalUpscaling.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolation.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolation.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolation.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolation.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolationApi.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolationApi.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolationApi.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXFrameInterpolationApi.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXOpticalFlowApi.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXOpticalFlowApi.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXOpticalFlowApi.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXOpticalFlowApi.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXRHIBackend.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXRHIBackend.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXRHIBackend.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXRHIBackend.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXShared.dll
(Stored with Git LFS)
BIN
Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXShared.dll
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXShared.pdb
(Stored with Git LFS)
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Plugins/Marketplace/FSR3-550/FSR3/Binaries/Win64/UnrealEditor-FFXShared.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-CoreUtility.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-CoreUtility.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-CoreUtility.pdb
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-CoreUtility.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJEditorPlugin.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJEditorPlugin.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJEditorPlugin.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJEditorPlugin.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJson.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJson.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJson.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SIOJson.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOClient.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOClient.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOClient.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOClient.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOLib.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOLib.dll
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOLib.pdb
(Stored with Git LFS)
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Plugins/SocketIOClient/Binaries/Win64/UnrealEditor-SocketIOLib.pdb
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.dll
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.dll
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.pdb
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRest.pdb
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.dll
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.dll
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.pdb
(Stored with Git LFS)
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Plugins/VaRestPlugin/Binaries/Win64/UnrealEditor-VaRestEditor.pdb
(Stored with Git LFS)
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Reference in New Issue
Block a user