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AMjReplayManager

Attribute Value
Kind Class
UE Macro UCLASS
Inherits AActor

Properties

Public Properties

Property Type Description
MaxRecordDuration float Maximum duration of recording in seconds.
bIsRecording bool
bIsReplaying bool
bAutoRecord bool If true, starts recording automatically on BeginPlay.
PlaybackTime float Current playback time (0 to Duration). Updated on physics thread, read on game thread.
bInterpolateFrames bool Enable linear interpolation between replay frames for smoother playback.
ActiveSessionName FString
ArticulationBindings TArray<FReplayArticulationBinding> Per-articulation replay bindings.

MaxRecordDuration

Maximum duration of recording in seconds.

  • Type: float
  • Editor: ✏️ EditAnywhere
  • Blueprint: 🔵 ReadWrite
  • Category: URLab|Replay

bIsRecording

  • Type: bool
  • Editor: 👁 VisibleAnywhere
  • Blueprint: 🟢 ReadOnly
  • Category: URLab|Replay

bIsReplaying

  • Type: bool
  • Editor: 👁 VisibleAnywhere
  • Blueprint: 🟢 ReadOnly
  • Category: URLab|Replay

bAutoRecord

If true, starts recording automatically on BeginPlay.

  • Type: bool
  • Editor: ✏️ EditAnywhere
  • Blueprint: 🔵 ReadWrite
  • Category: URLab|Replay

PlaybackTime

Current playback time (0 to Duration). Updated on physics thread, read on game thread.

  • Type: float
  • Editor: 👁 VisibleAnywhere
  • Blueprint: 🟢 ReadOnly
  • Category: URLab|Replay

bInterpolateFrames

Enable linear interpolation between replay frames for smoother playback.

  • Type: bool
  • Editor: ✏️ EditAnywhere
  • Blueprint: 🔵 ReadWrite
  • Category: URLab|Replay

ActiveSessionName

  • Type: FString
  • Editor: 👁 VisibleAnywhere
  • Blueprint: 🟢 ReadOnly
  • Category: URLab|Replay

ArticulationBindings

Per-articulation replay bindings.

Private Properties

Property Type Description
bFirstReplayFrame bool Tracks whether the current replay has emitted its first frame. Reset on StartReplay().
bFirstFrameLogged bool One-shot diagnostic flag: logs the first OnPostStep frame after
LastReplayLogTime double Throttles periodic replay logging to once per second.

bFirstReplayFrame

Tracks whether the current replay has emitted its first frame. Reset on StartReplay().

  • Type: bool

bFirstFrameLogged

One-shot diagnostic flag: logs the first OnPostStep frame after

  • Type: bool

LastReplayLogTime

Throttles periodic replay logging to once per second.

  • Type: double

Functions

Public Functions

General

Function Returns Description
RebuildArticulationBindings() void Matches scene articulations against the active session.
GetLiveFrameCount() int32 Number of frames captured in the live recording buffer.
GetLiveSimDurationS() double Wall-clock-aligned sim duration of the live recording in
RebuildArticulationBindings

Matches scene articulations against the active session.

  • Signature: RebuildArticulationBindings()
GetLiveFrameCount

Number of frames captured in the live recording buffer.

  • Signature: GetLiveFrameCount()
  • Returns: int32
GetLiveSimDurationS

Wall-clock-aligned sim duration of the live recording in

  • Signature: GetLiveSimDurationS()
  • Returns: double

URLab|Replay

Function Returns Description
LoadFromCSV() bool Load joint trajectory from a CSV file. Header row must contain joint names matching MuJoCo model.
BrowseAndLoadCSV() bool Opens a file dialog to browse for a CSV file, then loads it.
LoadFromCSV

Load joint trajectory from a CSV file. Header row must contain joint names matching MuJoCo model.

  • Signature: LoadFromCSV(FString FilePath, float Timestep)
  • Blueprint: 🔵 Callable 🔧 CallInEditor
  • Returns: bool
BrowseAndLoadCSV

Opens a file dialog to browse for a CSV file, then loads it.

  • Signature: BrowseAndLoadCSV(float Timestep)
  • Blueprint: 🔵 Callable 🔧 CallInEditor
  • Returns: bool