Loading [MathJax]/extensions/tex2jax.js
Unreal OpenAI API 1.0.0
All Classes Functions Variables Pages
BatchTypes.h
1// OpenAI, Copyright LifeEXE. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Provider/OpenAIOptional.h"
7#include "BatchTypes.generated.h"
8
10// REQUEST TYPES
12
13UENUM(BlueprintType)
14enum class EBatchEndpoint : uint8
15{
16 ChatCompletions = 0,
17 Embeddings,
18 Completions
19};
20
21UENUM(BlueprintType)
22enum class EBatchCompletionWindow : uint8
23{
24 Window_24h = 0,
25};
26
27USTRUCT(BlueprintType)
29{
30 GENERATED_BODY()
31
32
40 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
41 FString Input_File_Id{};
42
50 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
51 FString Endpoint{"/v1/chat/completions"};
52
56 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
57 FString Completion_Window{"24h"};
58
62 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
63 TMap<FString, FString> Metadata;
64};
65
66USTRUCT(BlueprintType)
68{
69 GENERATED_BODY()
70
71
77 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
79
84 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
86
87 FString ToQuery() const
88 {
89 FString Query{"?"};
90 if (After.IsSet)
91 {
92 Query.Append("after=").Append(After.Value).Append("&");
93 }
94
95 if (Limit.IsSet)
96 {
97 Query.Append("limit=").Append(FString::FromInt(Limit.Value)).Append("&");
98 }
99
100 return Query.LeftChop(1);
101 }
102};
103
105// RESPONSE TYPES
107
108USTRUCT(BlueprintType)
110{
111 GENERATED_BODY()
112
113
116 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
117 FString Code;
118
122 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
123 FString Message;
124
128 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
129 FString Param;
130
134 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
135 int32 Line{};
136};
137
138USTRUCT(BlueprintType)
140{
141 GENERATED_BODY()
142
143
146 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
147 FString Object;
148
152 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
154};
155
156USTRUCT(BlueprintType)
158{
159 GENERATED_BODY()
160
161
164 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
165 int32 Total{};
166
170 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
171 int32 Completed{};
172
176 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
177 int32 Failed{};
178};
179
180USTRUCT(BlueprintType)
182{
183 GENERATED_BODY()
184
185 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
186 FString Id;
187
191 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
192 FString Object;
193
197 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
198 FString Endpoint;
199
200 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
201 FOpenAIBatchErrors Errors;
202
206 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
207 FString Input_File_Id;
208
212 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
213 FString Completion_Window;
214
218 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
219 FString Status;
220
224 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
225 FString Output_File_Id;
226
230 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
231 FString Error_File_Id;
232
236 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
237 int32 Created_At{};
238
242 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
243 int32 In_Progress_At{};
244
248 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
249 int32 Expires_At{};
250
254 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
255 int32 Finalizing_At{};
256
260 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
261 int32 Completed_At{};
262
266 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
267 int32 Failed_At{};
268
272 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
273 int32 Expired_At{};
274
278 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
279 int32 Cancelling_At{};
280
284 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
285 int32 Cancelled_At{};
286
290 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
291 FOpenAIRequestCounts Request_Counts;
292
299 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
300 TMap<FString, FString> Metadata;
301};
302
303USTRUCT(BlueprintType)
305{
306 GENERATED_BODY()
307};
308
309USTRUCT(BlueprintType)
311{
312 GENERATED_BODY()
313};
314
315USTRUCT(BlueprintType)
317{
318 GENERATED_BODY()
319};
320
321USTRUCT(BlueprintType)
323{
324 GENERATED_BODY()
325
326 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
327 FString Object;
328
329 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
330 TArray<FOpenAIBatch> Data;
331
332 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
333 FString First_Id;
334
335 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
336 FString Last_Id;
337
338 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
339 bool Has_More{};
340};
341
342// @todo: https://platform.openai.com/docs/api-reference/batch/request-input
343// @todo: https://platform.openai.com/docs/api-reference/batch/request-output
Definition: OpenAI.Build.cs:6
Definition: BatchTypes.h:317
Definition: BatchTypes.h:29
Definition: BatchTypes.h:305
Definition: BatchTypes.h:68
Definition: BatchTypes.h:323
Definition: BatchTypes.h:110
Definition: BatchTypes.h:140
Definition: BatchTypes.h:182
Definition: BatchTypes.h:158
Definition: OpenAIOptional.h:34
Definition: OpenAIOptional.h:10
Definition: BatchTypes.h:311