WIP - Json/Parquet

+ Compute stats for each episode
+ Skeletal for json / parquet functions
This commit is contained in:
JB Briant
2025-05-07 15:43:18 +07:00
parent 58301dd039
commit e130c08975
9 changed files with 376 additions and 82 deletions

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@ -8,11 +8,18 @@ public class LuckyWorldV2 : ModuleRules
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput",
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput",
"ChaosVehicles",
"PhysicsCore",
"AsyncLoadingScreen",
"BlueprintJson",
"Json",
"JsonUtilities",
"FileHelper",
"LuckyMujoco",
"LuckyTextWrite",

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@ -7,6 +7,11 @@
#include "LuckyDataTransferSubsystem.h"
#include "Components/TextRenderComponent.h"
#include "Engine/TextRenderActor.h"
#include "Misc/FileHelper.h"
#include "Misc/Paths.h"
#include "Dom/JsonObject.h"
#include "Serialization/JsonWriter.h"
#include "Serialization/JsonSerializer.h"
UEpisodeSubSystem::UEpisodeSubSystem()
{
@ -16,12 +21,15 @@ UEpisodeSubSystem::UEpisodeSubSystem()
void UEpisodeSubSystem::Initialize(FSubsystemCollectionBase& Collection)
{
Super::Initialize(Collection);
if (ULuckyDataTransferSubsystem* DataTransferSubSystem = GetWorld()->GetSubsystem<ULuckyDataTransferSubsystem>())
{
DataTransfer = DataTransferSubSystem;
}
}
void UEpisodeSubSystem::Deinitialize()
{
bTickEnabled = false;
FTSTicker::GetCoreTicker().RemoveTicker(TickHandle);
StopTicking();
Super::Deinitialize();
}
@ -45,16 +53,19 @@ void UEpisodeSubSystem::Tick(float DeltaTime)
{
const bool bIsEpisodeCompleted = CheckEpisodeCompletion();
// Write Image on the disk
if (DataTransfer) DataTransfer->WriteImageToDisk(CurrentRobot->PhysicsSceneProxy->GetMujocoData().time);
EpisodeFrames++;
if (bIsEpisodeCompleted && CapturedEpisodes <= EpisodesToCapture)
{
return StartEpisode();
EndEpisode();
StartEpisode();
}
else
{
EndTraining();
}
// Here shouldn't we rewrite the frames to know if the episode was a success or a failure?
// Maybe this should not be done in the tick but after episode completion
const auto Payload = CreatePayload();
SendEpisodeData(Payload);
}
}
@ -68,6 +79,12 @@ void UEpisodeSubSystem::StartTicking()
TickHandle = FTSTicker::GetCoreTicker().AddTicker(TickDelegate);
}
void UEpisodeSubSystem::StopTicking()
{
bTickEnabled = false;
FTSTicker::GetCoreTicker().RemoveTicker(TickHandle);
}
void UEpisodeSubSystem::UpdateDebugTextActor() const
{
if (!IsValid(DebugTextActor)) return;
@ -77,7 +94,7 @@ void UEpisodeSubSystem::UpdateDebugTextActor() const
TextRender->SetText(FText::FromString(Txt));
}
void UEpisodeSubSystem::StartNewEpisodesSeries(const int32 EpisodesCountIn, FString BaseImageDataPathIn)
void UEpisodeSubSystem::StartTraining(const int32 EpisodesCountIn, FString BaseImageDataPathIn, FString TaskDescriptionIn)
{
// Debug
const auto DebugTextActorPtr = UGameplayStatics::GetActorOfClass(this->GetWorld(), ATextRenderActor::StaticClass());
@ -97,10 +114,17 @@ void UEpisodeSubSystem::StartNewEpisodesSeries(const int32 EpisodesCountIn, FStr
// Data
ConfigureDataCapture();
BaseImageDataPath = BaseImageDataPathIn;
TaskDescription = TaskDescriptionIn;
StartTicking();
}
void UEpisodeSubSystem::EndTraining()
{
StopTicking();
// Create jsonl files
}
void UEpisodeSubSystem::StartEpisode()
{
// Robot should be in its ready state - overriden per PilotComponent
@ -134,6 +158,24 @@ void UEpisodeSubSystem::StartEpisode()
UpdateDebugTextActor();
}
void UEpisodeSubSystem::EndEpisode()
{
// Gather the robot data
const FTrainingEpisodeData TrainingEpisodeData = CurrentRobot->RobotPilotComponent->GetTrainingEpisodeData();
// Create episodes_stats.jsonl single line and append to EpisodeStatLines
CreateEpisodeStatJsonLine(TrainingEpisodeData);
// create a parquet file
CreateEpisodeParquetFile();
// Convert images into video
// TODO Find a good FFMPEG plugin - maybe the Unreal base one is good
// Reset values for the next episode
EpisodeFrames = 0;
}
bool UEpisodeSubSystem::CheckEpisodeCompletion()
{
const auto GeomTransform = CurrentRobot->PhysicsSceneProxy->GetGeometryTransform(EpisodeTargetObject->MainActorBody.GetName());
@ -201,64 +243,76 @@ void UEpisodeSubSystem::InitCameras()
void UEpisodeSubSystem::ConfigureDataCapture()
{
if (ULuckyDataTransferSubsystem* DataTransfer = GetWorld()->GetSubsystem<ULuckyDataTransferSubsystem>())
if (!DataTransfer) return;
DataTransfer->CreateCaptureSessionID();
InitCameras();
for (const auto& Cam : Cameras)
{
//Do this before your tick operation - shouldn't happen on tick
//Connect to websocket and create session id
DataTransfer->ConnectToWebsocket("ws://127.0.0.1:3000", "");
DataTransfer->CreateCaptureSessionID();
InitCameras();
for (const auto& Cam : Cameras)
{
DataTransfer->RegisterSensor(Cam.Get());
Cam->SensorInfo.bActive = true;
}
DataTransfer->RegisterSensor(Cam.Get());
Cam->SensorInfo.bActive = true;
}
}
FObservationPayload UEpisodeSubSystem::CreatePayload()
void UEpisodeSubSystem::CreateEpisodeStatJsonLine(const FTrainingEpisodeData& TrainingEpisodeData)
{
// CurrentRobot->Cameras
// CurrentRobot -> Tell JB what he should expose on the RobotPawn
// const auto TimeStamp = CurrentRobot->PhysicsSceneProxy->GetMujocoData().time;
// const auto So100PilotCmp = Cast<URobotPilotSO100Component>(CurrentRobot->RobotPilotComponent);
// const auto Joints = So100PilotCmp->GetCurrentControlsFromPhysicScene();
// EpisodeStatLines.
const TSharedPtr<FJsonObject> Root = MakeShared<FJsonObject>();
Root->SetNumberField("episode_index", CapturedEpisodes);
// Tick operation
// Create the payload
return FObservationPayload {
// timestamp goes here - FString,
// "observation", //just leave this because this is what ethan and anuj will expect
// enter a message here - FString,
// TMap of FString (Actuator name or index), and Float (value of actuator)
// Camera info struct goes here, don't worry about this for now, just use TArray<FObservationCameraObject>()
// What about episode success? -> can be stated after the result is known
// How to invalidate data
const TSharedPtr<FJsonObject> Stats = MakeShared<FJsonObject>();
Stats->SetObjectField("action", MakeShared<FJsonObject>(TrainingEpisodeData.ControlsStats));
Stats->SetObjectField("observation.state", MakeShared<FJsonObject>(TrainingEpisodeData.JointsStats));
// Anuj -> How many frames do we need to store in a single parquet chunk
// Exact data structure with correct data types
};
}
void UEpisodeSubSystem::SendEpisodeData(const FObservationPayload& Payload) const
{
// PayloadBuffer.Add(Payload)
// Every X frames -> Write parquet chunk
// TODO Once all json and parquet files are written on disk and the PR is merged into main and tested, we will do it
// TODO "observation.images.webcam"
// TODO "timestamp"
// TODO "frame_index"
// TODO "episode_index"
// TODO "index"
// TODO "task_index"
if (ULuckyDataTransferSubsystem* DataTransfer = GetWorld()->GetSubsystem<ULuckyDataTransferSubsystem>())
{
// Here generate the path for each image?
DataTransfer->WriteImageToDisk(CurrentRobot->PhysicsSceneProxy->GetMujocoData().time);
// Don't send data if socket is disconnected
if (!DataTransfer->Socket->IsConnected()) return;
// Send the Data
//Queue and convert the payload to json
DataTransfer->CreateJsonPayload_Observation(Payload);
//Send the payload over websocket
DataTransfer->SendMessage(DataTransfer->ObservationPayloadString);
}
// Append
Root->SetObjectField("stats", Stats);
// Serialize into FString
FString Output;
const TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&Output);
FJsonSerializer::Serialize(Root.ToSharedRef(), Writer);
EpisodeStatLines.Add(Output);
}
void UEpisodeSubSystem::CreateEpisodeParquetFile()
{
// TODO Use Anuj plugin to create one parquet file per episode
}
void UEpisodeSubSystem::ConvertImagesToVideo()
{
// TODO Once every json and parquet tasks are done
}
void UEpisodeSubSystem::CreateEpisodesStatsJsonFile()
{
// TODO Do not use FJsonObject - simply concat the FStrings into a file
// Create a jsonl file and store in the correct directory
// concat TArray<FString> EpisodeStatLines into a single file
// https://huggingface.co/datasets/youliangtan/so100_strawberry_grape/blob/main/meta/episodes_stats.jsonl
}
void UEpisodeSubSystem::CreateEpisodesJsonFile()
{
// Create a jsonl file and store in the correct directory
// https://huggingface.co/datasets/youliangtan/so100_strawberry_grape/blob/main/meta/episodes.jsonl
}
void UEpisodeSubSystem::CreateInfoJsonFile()
{
// https://huggingface.co/datasets/youliangtan/so100_strawberry_grape/blob/main/meta/info.json
}
void UEpisodeSubSystem::CreateTasksJsonFile()
{
// https://huggingface.co/datasets/youliangtan/so100_strawberry_grape/blob/main/meta/tasks.jsonl
}

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@ -64,3 +64,19 @@ void URobotPilotComponent::SetRobotCurrentRewardZone(const FTransform& RewardTra
void URobotPilotComponent::ReceiveRemoteCommand(const FRemoteControlPayload& RemoteRobotPayload)
{
}
FJsonObject URobotPilotComponent::GetBufferedControlsData()
{
return FJsonObject();
}
FJsonObject URobotPilotComponent::GetBufferedJointsData()
{
return FJsonObject();
}
FTrainingEpisodeData URobotPilotComponent::GetTrainingEpisodeData()
{
return FTrainingEpisodeData();
}

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@ -24,10 +24,9 @@ void URobotPilotSO100Component::BeginPlay()
void URobotPilotSO100Component::TickComponent(float DeltaTime, enum ELevelTick TickType,
FActorComponentTickFunction* ThisTickFunction)
{
// Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// const auto Joints = GetCurrentJointsFromPhysicsScene();
// const auto Controls = GetCurrentControlsFromPhysicScene();
// UE_LOG(LogTemp, Log, TEXT("Joint: %f - Control: %f - Delta: %f"), Joints.Jaw, Controls.Jaw, Controls.Jaw - Joints.Jaw);
// We can buffer data in the tick because it will never be called in parallel of MujocoVolumeActor tick
ControlsDataBuffer.Add(GetCurrentControlsFromPhysicScene());
JointsDataBuffer.Add(GetCurrentJointsFromPhysicsScene());
}
FTransform URobotPilotSO100Component::GetReachableTransform()
@ -44,8 +43,6 @@ FTransform URobotPilotSO100Component::GetReachableTransform()
const float RandomYaw = MaxYaw * FMath::RandRange(0., 1.) * (FMath::RandBool() ? 1 : -1);
const FQuat RandomRotation = FRotator{0,RandomYaw,0}.Quaternion() * ArmWorldRotation;
// Compute Random Range within reach of the arm and add this to pivot location
// Add a bit more than the Jaw Offset - TODO Offsets must be better computed
const float RandomRange = JawOffset.X + MaxRange * FMath::RandRange(0.1f, 1.f);
@ -91,11 +88,179 @@ void URobotPilotSO100Component::ReceiveRemoteCommand(const FRemoteControlPayload
{
for (const auto& [ActuatorName, ActuatorValue] : RemoteRobotPayload.Commands)
{
// Will print an error message if it doesn't exists
// Will print an error message if it doesn't exist
RobotOwner->PhysicsSceneProxy->SetActuatorValue(ActuatorName, ActuatorValue);
}
}
FTrainingEpisodeData URobotPilotSO100Component::GetTrainingEpisodeData()
{
const auto TrainingData = FTrainingEpisodeData
{
GetBufferedJointsData(),
GetBufferedControlsData(),
GetStats(ControlsDataBuffer),
GetStats(JointsDataBuffer)
};
ControlsDataBuffer.Empty();
JointsDataBuffer.Empty();
return TrainingData;
}
FJsonObject URobotPilotSO100Component::GetBufferedControlsData()
{
auto BufferedData = FJsonObject();
TArray<TSharedPtr<FJsonValue>> ControlsArray;
for (const auto& Control : ControlsDataBuffer)
{
TSharedPtr<FJsonObject> ControlJson = MakeShared<FJsonObject>();
ControlJson->SetNumberField(TEXT("Rotation"), Control.Rotation);
ControlJson->SetNumberField(TEXT("Pitch"), Control.Pitch);
ControlJson->SetNumberField(TEXT("Elbow"), Control.Elbow);
ControlJson->SetNumberField(TEXT("WristPitch"), Control.WristPitch);
ControlJson->SetNumberField(TEXT("WristRoll"), Control.WristRoll);
ControlJson->SetNumberField(TEXT("Jaw"), Control.Jaw);
ControlsArray.Add(MakeShared<FJsonValueObject>(ControlJson));
}
BufferedData.SetArrayField(TEXT("action"), ControlsArray);
return BufferedData;
}
FJsonObject URobotPilotSO100Component::GetBufferedJointsData()
{
auto BufferedData = FJsonObject();
TArray<TSharedPtr<FJsonValue>> ControlsArray;
for (const auto& Joint : JointsDataBuffer)
{
TSharedPtr<FJsonObject> ControlJson = MakeShared<FJsonObject>();
ControlJson->SetNumberField(TEXT("Rotation"), Joint.Rotation);
ControlJson->SetNumberField(TEXT("Pitch"), Joint.Pitch);
ControlJson->SetNumberField(TEXT("Elbow"), Joint.Elbow);
ControlJson->SetNumberField(TEXT("WristPitch"), Joint.WristPitch);
ControlJson->SetNumberField(TEXT("WristRoll"), Joint.WristRoll);
ControlJson->SetNumberField(TEXT("Jaw"), Joint.Jaw);
ControlsArray.Add(MakeShared<FJsonValueObject>(ControlJson));
}
BufferedData.SetArrayField(TEXT("observation.state"), ControlsArray);
return BufferedData;
}
FJsonObject URobotPilotSO100Component::GetStats(const TArray<FSo100Actuators>& ActuatorStates)
{
FSo100Actuators Min;
FSo100Actuators Max;
FSo100Actuators Sum = FSo100Actuators();
FSo100Actuators Variance = FSo100Actuators();
FSo100Actuators Mean;
FSo100Actuators StdDev;
// Compute Sum
for (const auto& State : ActuatorStates)
{
Sum.Rotation += State.Rotation;
Sum.Pitch += State.Pitch;
Sum.Elbow += State.Elbow;
Sum.WristPitch += State.WristPitch;
Sum.WristRoll += State.WristRoll;
Sum.Jaw += State.Jaw;
// Assign Max
if(State.Rotation > Max.Rotation) Max.Rotation = State.Rotation;
if(State.Pitch > Max.Pitch) Max.Pitch = State.Pitch;
if(State.Elbow > Max.Elbow) Max.Elbow = State.Elbow;
if(State.WristPitch > Max.WristPitch) Max.WristPitch = State.WristPitch;
if(State.WristRoll > Max.WristRoll) Max.WristRoll = State.WristRoll;
if(State.Jaw > Max.Jaw) Max.Jaw = State.Jaw;
// Assing min
if(State.Rotation < Min.Rotation) Min.Rotation = State.Rotation;
if(State.Pitch < Min.Pitch) Min.Pitch = State.Pitch;
if(State.Elbow < Min.Elbow) Min.Elbow = State.Elbow;
if(State.WristPitch < Min.WristPitch) Min.WristPitch = State.WristPitch;
if(State.WristRoll < Min.WristRoll) Min.WristRoll = State.WristRoll;
if(State.Jaw < Min.Jaw) Min.Jaw = State.Jaw;
}
// Compute Mean
Mean.Rotation = Sum.Rotation / ActuatorStates.Num();
Mean.Pitch = Sum.Pitch / ActuatorStates.Num();
Mean.Elbow = Sum.Elbow / ActuatorStates.Num();
Mean.WristPitch = Sum.WristPitch / ActuatorStates.Num();
Mean.WristRoll = Sum.WristRoll / ActuatorStates.Num();
Mean.Jaw = Sum.Jaw / ActuatorStates.Num();
// Compute Variance
// Pre step
for (const auto& State : ActuatorStates)
{
const double DiffRotation = State.Rotation - Mean.Rotation;
const double DiffPitch = State.Pitch - Mean.Pitch;
const double DiffElbow = State.Elbow - Mean.Elbow;
const double DiffWristPitch = State.WristPitch - Mean.WristPitch;
const double DiffWristRoll = State.WristRoll - Mean.WristRoll;
const double DiffJaw = State.Jaw - Mean.Jaw;
Variance.Rotation += DiffRotation * DiffRotation;
Variance.Pitch += DiffPitch * DiffPitch;
Variance.Elbow += DiffElbow * DiffElbow;
Variance.WristPitch += DiffWristPitch * DiffWristPitch;
Variance.WristRoll += DiffWristRoll * DiffWristRoll;
Variance.Jaw += DiffJaw * DiffJaw;
}
// Final Variance Value per actuator
Variance.Rotation /= ActuatorStates.Num();
Variance.Pitch /= ActuatorStates.Num();
Variance.Elbow /= ActuatorStates.Num();
Variance.WristPitch /= ActuatorStates.Num();
Variance.WristRoll /= ActuatorStates.Num();
Variance.Jaw /= ActuatorStates.Num();
// Standard Deviation
StdDev.Rotation = FMath::Sqrt(Variance.Rotation);
StdDev.Pitch = FMath::Sqrt(Variance.Pitch);
StdDev.Elbow = FMath::Sqrt(Variance.Elbow);
StdDev.WristPitch = FMath::Sqrt(Variance.WristPitch);
StdDev.WristRoll = FMath::Sqrt(Variance.WristRoll);
StdDev.Jaw = FMath::Sqrt(Variance.Jaw);
// Here create a json in the following format
FJsonObject StatsJson = FJsonObject();
// Helper lambda to convert FSo100Actuators to TArray<TSharedPtr<FJsonValue>>
auto ActuatorsToJsonArray = [](const FSo100Actuators& Actuators) -> TArray<TSharedPtr<FJsonValue>>
{
return {
MakeShared<FJsonValueNumber>(Actuators.Rotation),
MakeShared<FJsonValueNumber>(Actuators.Pitch),
MakeShared<FJsonValueNumber>(Actuators.Elbow),
MakeShared<FJsonValueNumber>(Actuators.WristPitch),
MakeShared<FJsonValueNumber>(Actuators.WristRoll),
MakeShared<FJsonValueNumber>(Actuators.Jaw)
};
};
StatsJson.SetArrayField(TEXT("min"), ActuatorsToJsonArray(Min));
StatsJson.SetArrayField(TEXT("max"), ActuatorsToJsonArray(Max));
StatsJson.SetArrayField(TEXT("mean"), ActuatorsToJsonArray(Mean));
StatsJson.SetArrayField(TEXT("std"), ActuatorsToJsonArray(StdDev));
StatsJson.SetArrayField(TEXT("count"), { MakeShared<FJsonValueNumber>(ActuatorStates.Num()) });
return StatsJson;
}
void URobotPilotSO100Component::PrintCurrentActuators() const
{
PrintActuators(GetCurrentControlsFromPhysicScene());

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@ -1,16 +1,34 @@
#pragma once
#include "CoreMinimal.h"
#include "ObservationData.h"
#include "Robot/PilotComponent/RobotPilotComponent.h"
#include "Subsystems/WorldSubsystem.h"
#include "Stats/Stats.h"
#include "EpisodeSubSystem.generated.h"
class ULuckyDataTransferSubsystem;
class ALuckySensorPawnBase;
class ATextRenderActor;
class AMujocoStaticMeshActor;
class ARobotPawn;
USTRUCT()
struct FTrainingEpisode
{
GENERATED_BODY()
UPROPERTY()
int32 EpisodeIndex = -1;
UPROPERTY()
TArray<FString> Tasks;
UPROPERTY()
int32 Length = -1;
};
UCLASS()
class LUCKYWORLDV2_API UEpisodeSubSystem : public UWorldSubsystem
{
@ -30,6 +48,7 @@ public:
// It will allows us to remove all the episode logic from the SubSystem and having different types of episodes
void Tick(float DeltaTime);
void StartTicking();
void StopTicking();
FTSTicker::FDelegateHandle TickHandle;
bool bTickEnabled = true;
@ -51,8 +70,11 @@ public:
* Called by the UI when pressing the "Capture" button
*/
UFUNCTION(BlueprintCallable)
void StartNewEpisodesSeries(int32 EpisodesCountIn, FString BaseImageDataPathIn);
void StartTraining(int32 EpisodesCountIn, FString BaseImageDataPathIn, FString TaskDescriptionIn);
void EndTraining();
UPROPERTY()
ULuckyDataTransferSubsystem* DataTransfer = nullptr;
private:
@ -60,6 +82,7 @@ private:
// ------- FLOW --------
// ---------------------
void StartEpisode();
void EndEpisode();
FTransform EpisodeRewardZone = FTransform::Identity;
float EpisodeRewardZoneRadius = 5.f; // TODO Not hardcode it - or only in the Robot? - Maybe we want different scenarios for the robot
bool CheckEpisodeCompletion();
@ -92,23 +115,26 @@ private:
void InitCameras();
TArray<TObjectPtr<ALuckySensorPawnBase>> Cameras;
// --------------------
// ------- DATA -------
// --------------------
FString BaseImageDataPath;
FString TaskDescription;
int32 EpisodeFrames = 0;
// Noah here add anything you need
void ConfigureDataCapture();
FObservationPayload CreatePayload();
void SendEpisodeData(const FObservationPayload& Payload) const;
// End of episode tasks
void CreateEpisodeStatJsonLine(const FTrainingEpisodeData& TrainingEpisodeData);
void CreateEpisodeParquetFile();
void ConvertImagesToVideo();
// End of training files
TArray<FString> EpisodeStatLines;
void CreateEpisodesStatsJsonFile();
void CreateEpisodesJsonFile();
void CreateInfoJsonFile();
void CreateTasksJsonFile();
};

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@ -12,6 +12,17 @@ struct FRobotActuators
// What will be in common?
};
USTRUCT(BlueprintType)
struct FTrainingEpisodeData
{
GENERATED_BODY()
FJsonObject JointsStates; // The total series of joint values per frame
FJsonObject ControlsStates; // The total series of joint values per frame
FJsonObject JointsStats; // The min / max / mean / std for joints series
FJsonObject ControlsStats; // The min / max / mean / std for controls series
};
class ARobotPawn;
UCLASS(Blueprintable)
@ -38,7 +49,13 @@ public:
UFUNCTION()
virtual void ReceiveRemoteCommand(const FRemoteControlPayload& RemoteRobotPayload);
// Data
virtual FJsonObject GetBufferedControlsData();
virtual FJsonObject GetBufferedJointsData();
virtual FTrainingEpisodeData GetTrainingEpisodeData();
protected: // Child class need access
// Only to easy access within the component

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@ -46,6 +46,15 @@ public:
virtual void SetRobotCurrentRewardZone(const FTransform& RewardTransformIn) override;
virtual void ReceiveRemoteCommand(const FRemoteControlPayload& RemoteRobotPayload) override;
// ------------------
// ------ DATA ------
// ------------------
virtual FTrainingEpisodeData GetTrainingEpisodeData() override;
virtual FJsonObject GetBufferedControlsData() override;
virtual FJsonObject GetBufferedJointsData() override;
TArray<FSo100Actuators> ControlsDataBuffer;
TArray<FSo100Actuators> JointsDataBuffer;
static FJsonObject GetStats(const TArray<FSo100Actuators>& ActuatorStates);
private:
FTransform TargetTransform;