Summary¶
| Members | Descriptions |
|---|---|
classACarPawnBase |
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classAIntervieweeActor |
AIntervieweeActor |
classFSE100Capstone |
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classUAIConversationOrchestratorSubsystem |
UAIConversationOrchestratorSubsystem |
classUAIToolInterpreterSubsystem |
UAIToolInterpreterSubsystem |
classUAudioInputSubsystem |
UAudioInputSubsystem |
classUAudioProcessingSubsystem |
|
classUMyUnrealEdEngine |
|
classUOpenAiApiSubsystem |
UOpenAiApiSubsystem |
classUWebSocketSubsystem |
UWebSocketSubsystem |
class ACarPawnBase¶
Summary¶
| Members | Descriptions |
|---|---|
publicACarPawnBase() |
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public virtual voidTick(float DeltaTime) |
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public virtual voidSetupPlayerInputComponent(class UInputComponent * PlayerInputComponent) |
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public voidLook(const FInputActionValue & Value) |
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public voidDisableLook(const FInputActionValue & Value) |
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public voidEnableLook(const FInputActionValue & Value) |
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protected class UInputAction *LookAction |
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protected class UInputAction *LookHoldAction |
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protected boolbLookEnabled |
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protected class UCameraComponent *DriverCamera |
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protected class USceneComponent *Root |
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protected UInputMappingContext *DefaultMappingContext |
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protected virtual voidBeginPlay() |
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protected virtual voidNotifyControllerChanged() |
Members¶
publicACarPawnBase()¶
public virtual voidTick(float DeltaTime)¶
public virtual voidSetupPlayerInputComponent(class UInputComponent * PlayerInputComponent)¶
public voidLook(const FInputActionValue & Value)¶
public voidDisableLook(const FInputActionValue & Value)¶
public voidEnableLook(const FInputActionValue & Value)¶
protected class UInputAction *LookAction¶
protected class UInputAction *LookHoldAction¶
protected boolbLookEnabled¶
protected class UCameraComponent *DriverCamera¶
protected class USceneComponent *Root¶
protected UInputMappingContext *DefaultMappingContext¶
protected virtual voidBeginPlay()¶
protected virtual voidNotifyControllerChanged()¶
class AIntervieweeActor¶
A class representing an interviewee actor in the game. This actor handles audio responses, subtitles, and interactions with AI subsystems.
Summary¶
| Members | Descriptions |
|---|---|
public FOnSubtitleUpdatedOnSubtitleUpdated |
Delegate triggered when subtitles are updated. |
public FOnResponseTranscriptDeltaReceivedOnTranscriptDeltaReceived |
Delegate triggered when a transcript delta is received. |
public FOnInputSpeechStartedOnInputSpeechStarted |
Delegate triggered when input speech starts. |
public FOnTalkingStartedOnTalkingStarted |
Delegate triggered when talking starts. |
public FOnTalkingStoppedOnTalkingStopped |
Delegate triggered when talking stops. |
public FOnSetEmotionOnSetEmotion |
Delegate triggered to set the emotion of the actor. |
public USoundWaveProcedural *AIResponseSoundWave |
Sound wave used for AI responses. |
public UAudioComponent *AudioComponent |
Audio component used to play audio responses. |
publicAIntervieweeActor() |
|
public virtual voidTick(float DeltaTime) |
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protected virtual voidBeginPlay() |
Members¶
public FOnSubtitleUpdatedOnSubtitleUpdated¶
Delegate triggered when subtitles are updated.
public FOnResponseTranscriptDeltaReceivedOnTranscriptDeltaReceived¶
Delegate triggered when a transcript delta is received.
public FOnInputSpeechStartedOnInputSpeechStarted¶
Delegate triggered when input speech starts.
public FOnTalkingStartedOnTalkingStarted¶
Delegate triggered when talking starts.
public FOnTalkingStoppedOnTalkingStopped¶
Delegate triggered when talking stops.
public FOnSetEmotionOnSetEmotion¶
Delegate triggered to set the emotion of the actor.
public USoundWaveProcedural *AIResponseSoundWave¶
Sound wave used for AI responses.
public UAudioComponent *AudioComponent¶
Audio component used to play audio responses.
publicAIntervieweeActor()¶
public virtual voidTick(float DeltaTime)¶
protected virtual voidBeginPlay()¶
class FSE100Capstone¶
Summary¶
| Members | Descriptions |
|---|---|
public inlineFSE100Capstone(ReadOnlyTargetRules Target) |
Members¶
public inlineFSE100Capstone(ReadOnlyTargetRules Target)¶
class UAIConversationOrchestratorSubsystem¶
UAIConversationOrchestratorSubsystem
A game instance subsystem that orchestrates AI conversations by coordinating between audio input and OpenAI API subsystems. This subsystem manages the flow of audio data from capture to processing by the AI system.
Summary¶
| Members | Descriptions |
|---|---|
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
Initializes the subsystem and sets up necessary dependencies. |
public virtual voidDeinitialize() |
Cleans up the subsystem and releases resources. |
Members¶
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
Initializes the subsystem and sets up necessary dependencies.
Parameters¶
CollectionThe collection of subsystems being initialized.
public virtual voidDeinitialize()¶
Cleans up the subsystem and releases resources.
class UAIToolInterpreterSubsystem¶
A game instance subsystem that interprets and executes AI tool calls from the OpenAI API. This subsystem listens for function calls from the AI and handles them accordingly, such as updating emotions or other game state based on AI decisions.
Summary¶
| Members | Descriptions |
|---|---|
public FOnSetEmotionOnSetEmotion |
Delegate triggered when the AI requests an emotion change. Broadcasts the emotion string to be applied to relevant actors. |
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
Initializes the subsystem and sets up connections to other subsystems. |
public virtual voidDeinitialize() |
Cleans up the subsystem and releases resources. |
Members¶
public FOnSetEmotionOnSetEmotion¶
Delegate triggered when the AI requests an emotion change. Broadcasts the emotion string to be applied to relevant actors.
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
Initializes the subsystem and sets up connections to other subsystems.
Parameters¶
CollectionThe collection of subsystems being initialized.
public virtual voidDeinitialize()¶
Cleans up the subsystem and releases resources.
class UAudioInputSubsystem¶
A game instance subsystem that manages audio input capture from the microphone. This subsystem captures audio in real-time, processes it (downsamples to 24kHz mono and converts to PCM16 format), and broadcasts the audio chunks as base64-encoded strings for consumption by AI systems or other audio processing pipelines.
Summary¶
| Members | Descriptions |
|---|---|
public FOnAudioCaptureStartedOnAudioCaptureStarted |
Delegate triggered when audio capture has started successfully. |
public FOnAudioCaptureStoppedOnAudioCaptureStopped |
Delegate triggered when audio capture has stopped. |
public FOnAudioChunkCapturedOnAudioChunkCaptured |
Delegate triggered when a new audio chunk has been captured and processed. The audio chunk is provided as a base64-encoded PCM16 string. |
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
Initializes the subsystem and sets up audio capture components. |
public virtual voidDeinitialize() |
Cleans up the subsystem, stops any active capture, and releases resources. |
public voidStartCapturing() |
Starts capturing audio from the default microphone device. Triggers OnAudioCaptureStarted delegate when capture begins. |
public voidStopCapturing() |
Stops capturing audio from the microphone. Triggers OnAudioCaptureStopped delegate when capture ends. |
Members¶
public FOnAudioCaptureStartedOnAudioCaptureStarted¶
Delegate triggered when audio capture has started successfully.
public FOnAudioCaptureStoppedOnAudioCaptureStopped¶
Delegate triggered when audio capture has stopped.
public FOnAudioChunkCapturedOnAudioChunkCaptured¶
Delegate triggered when a new audio chunk has been captured and processed. The audio chunk is provided as a base64-encoded PCM16 string.
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
Initializes the subsystem and sets up audio capture components.
Parameters¶
CollectionThe collection of subsystems being initialized.
public virtual voidDeinitialize()¶
Cleans up the subsystem, stops any active capture, and releases resources.
public voidStartCapturing()¶
Starts capturing audio from the default microphone device. Triggers OnAudioCaptureStarted delegate when capture begins.
public voidStopCapturing()¶
Stops capturing audio from the microphone. Triggers OnAudioCaptureStopped delegate when capture ends.
class UAudioProcessingSubsystem¶
Summary¶
| Members | Descriptions |
|---|---|
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
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public virtual voidDeinitialize() |
Members¶
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
public virtual voidDeinitialize()¶
class UMyUnrealEdEngine¶
Summary¶
| Members | Descriptions |
|---|---|
public virtual voidInit(IEngineLoop * InEngineLoop) |
Members¶
public virtual voidInit(IEngineLoop * InEngineLoop)¶
class UOpenAiApiSubsystem¶
A game instance subsystem that manages real-time communication with OpenAI's Realtime API via WebSocket. This subsystem handles bidirectional streaming of audio and text data, processes AI responses including audio deltas and transcripts, and manages function calls from the AI. It supports session configuration updates and conversation item creation.
Summary¶
| Members | Descriptions |
|---|---|
public FOnConnectedOnConnected |
Delegate triggered when successfully connected to the OpenAI WebSocket API. |
public FOnResponseAudioDeltaReceivedOnResponseAudioDeltaReceived |
Delegate triggered when an audio response delta is received from OpenAI. Audio data is provided as base64-encoded PCM16 chunks. |
public FOnResponseTranscriptDeltaReceivedOnResponseTranscriptDeltaReceived |
Delegate triggered when a transcript response delta is received from OpenAI. Text data is provided as string chunks representing the AI's spoken response. |
public FOnInputSpeechStartedOnInputSpeechStarted |
Delegate triggered when the AI detects that user input speech has started. |
public FOnInputSpeechStoppedOnInputSpeechStopped |
Delegate triggered when the AI detects that user input speech has stopped. |
public FOnNewResponseOnNewResponse |
Delegate triggered when a new AI response has been created and is ready to process. |
public FOnFunctionCallReceivedOnFunctionCallReceived |
Delegate triggered when the AI requests a function call. Contains a JSON object with function name and arguments. |
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
Initializes the subsystem and sets up WebSocket connections. |
public virtual voidDeinitialize() |
Cleans up the subsystem, closes WebSocket connections, and releases resources. |
public voidSendAudioInputToAI(const FString & AudioChunkBase64) |
Sends audio input data to the OpenAI API for processing. |
public voidCreateConversationItem(const TSharedPtr< FJsonObject > & ItemObject) |
Creates a new conversation item in the OpenAI session. Used to inject messages, function call results, or other conversation elements. |
public voidUpdateSessionConfiguration(const TSharedPtr< FJsonObject > & SessionObject) |
Updates the OpenAI session configuration. Can be used to change settings like tools, instructions, etc. |
public voidSendRawWebSocketMessage(const FString & PayloadString) |
Sends a raw JSON message through the WebSocket connection. |
Members¶
public FOnConnectedOnConnected¶
Delegate triggered when successfully connected to the OpenAI WebSocket API.
public FOnResponseAudioDeltaReceivedOnResponseAudioDeltaReceived¶
Delegate triggered when an audio response delta is received from OpenAI. Audio data is provided as base64-encoded PCM16 chunks.
public FOnResponseTranscriptDeltaReceivedOnResponseTranscriptDeltaReceived¶
Delegate triggered when a transcript response delta is received from OpenAI. Text data is provided as string chunks representing the AI's spoken response.
public FOnInputSpeechStartedOnInputSpeechStarted¶
Delegate triggered when the AI detects that user input speech has started.
public FOnInputSpeechStoppedOnInputSpeechStopped¶
Delegate triggered when the AI detects that user input speech has stopped.
public FOnNewResponseOnNewResponse¶
Delegate triggered when a new AI response has been created and is ready to process.
public FOnFunctionCallReceivedOnFunctionCallReceived¶
Delegate triggered when the AI requests a function call. Contains a JSON object with function name and arguments.
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
Initializes the subsystem and sets up WebSocket connections.
Parameters¶
Collection- The collection of subsystems being initialized.
public virtual voidDeinitialize()¶
Cleans up the subsystem, closes WebSocket connections, and releases resources.
public voidSendAudioInputToAI(const FString & AudioChunkBase64)¶
Sends audio input data to the OpenAI API for processing.
Parameters¶
AudioChunkBase64- Base64-encoded audio chunk (PCM16 format, 24kHz mono).
public voidCreateConversationItem(const TSharedPtr< FJsonObject > & ItemObject)¶
Creates a new conversation item in the OpenAI session. Used to inject messages, function call results, or other conversation elements.
Parameters¶
ItemObject- JSON object representing the conversation item.
public voidUpdateSessionConfiguration(const TSharedPtr< FJsonObject > & SessionObject)¶
Updates the OpenAI session configuration. Can be used to change settings like tools, instructions, etc.
Parameters¶
SessionObject- JSON object containing the session configuration parameters.
public voidSendRawWebSocketMessage(const FString & PayloadString)¶
Sends a raw JSON message through the WebSocket connection.
Parameters¶
PayloadString- JSON string payload to send to the OpenAI API.
class UWebSocketSubsystem¶
A game instance subsystem that manages WebSocket connections for real-time bidirectional communication with external services. This subsystem handles connection lifecycle, message sending/receiving, and error handling.
Summary¶
| Members | Descriptions |
|---|---|
public FOnConnectedOnConnected |
Delegate triggered when the WebSocket connection is successfully established. |
public FOnConnectionErrorOnConnectionError |
Delegate triggered when a connection error occurs. Provides the error message for debugging and user feedback. |
public FOnMessageReceivedOnMessageReceived |
Delegate triggered when a message is received from the WebSocket server. Messages are provided as string data (typically JSON). |
public FOnClosedOnClosed |
Delegate triggered when the WebSocket connection is closed. Provides status code, reason, and whether the closure was clean. |
public virtual voidInitialize(FSubsystemCollectionBase & Collection) |
Initializes the subsystem and sets up the WebSocket connection. |
public virtual voidDeinitialize() |
Cleans up the subsystem, closes the WebSocket connection, and releases resources. |
public boolIsConnected() |
Checks if the WebSocket is currently connected. |
public voidSendMessage(const FString & Message) |
Sends a message through the WebSocket connection. |
Members¶
public FOnConnectedOnConnected¶
Delegate triggered when the WebSocket connection is successfully established.
public FOnConnectionErrorOnConnectionError¶
Delegate triggered when a connection error occurs. Provides the error message for debugging and user feedback.
public FOnMessageReceivedOnMessageReceived¶
Delegate triggered when a message is received from the WebSocket server. Messages are provided as string data (typically JSON).
public FOnClosedOnClosed¶
Delegate triggered when the WebSocket connection is closed. Provides status code, reason, and whether the closure was clean.
public virtual voidInitialize(FSubsystemCollectionBase & Collection)¶
Initializes the subsystem and sets up the WebSocket connection.
Parameters¶
CollectionThe collection of subsystems being initialized.
public virtual voidDeinitialize()¶
Cleans up the subsystem, closes the WebSocket connection, and releases resources.
public boolIsConnected()¶
Checks if the WebSocket is currently connected.
Returns¶
True if connected, false otherwise.
public voidSendMessage(const FString & Message)¶
Sends a message through the WebSocket connection.
Parameters¶
MessageThe message string to send (typically JSON).
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