Unreal OpenAI API 1.0.0
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EvalTypes.h
1// OpenAI, Copyright LifeEXE. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Provider/OpenAIOptional.h"
7#include "EvalTypes.generated.h"
8
9USTRUCT(BlueprintType)
11{
12 GENERATED_BODY()
13
14 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
15 FString Type;
16
17 // Custom
18 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
19 FString Item_Schema; // JSON string
20
21 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
22 FOptionalBool Include_Sample_Schema;
23
24 // Logs / Stored_Completions
25 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
26 TMap<FString, FString> Metadata;
27};
28
29USTRUCT(BlueprintType)
31{
32 GENERATED_BODY()
33
34 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
35 FString Content;
36
37 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
38 FString Role;
39
40 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
41 FString Type{"message"};
42};
43
44USTRUCT(BlueprintType)
46{
47 GENERATED_BODY()
48
49 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
50 FString Type;
51
52 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
53 FString Name;
54
55 // LabelModelGrader
56 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
57 TArray<FEvalMessage> Input;
58
59 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
60 TArray<FString> Labels;
61
62 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
63 FString Model;
64
65 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
66 TArray<FString> Passing_Labels;
67
68 // StringCheckGrader
69 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
70 FString Input_String;
71
72 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
73 FString Operation;
74
75 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
76 FString Reference;
77
78 // TextSimilarityGrader / PythonGrader / ScoreModelGrader
79 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
80 FOptionalFloat Pass_Threshold;
81};
82
83USTRUCT(BlueprintType)
85{
86 GENERATED_BODY()
87
88 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
89 FEvalDataSourceConfig Data_Source_Config;
90
91 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
92 TArray<FEvalGrader> Testing_Criteria;
93
94 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
95 TMap<FString, FString> Metadata;
96
97 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
98 FString Name;
99};
100
101USTRUCT(BlueprintType)
102struct FEval
103{
104 GENERATED_BODY()
105
106 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
107 FString Id;
108
109 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
110 int32 Created_At{};
111
112 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
113 FEvalDataSourceConfig Data_Source_Config;
114
115 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
116 TMap<FString, FString> Metadata;
117
118 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
119 FString Name;
120
121 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
122 FString Object;
123
124 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
125 TArray<FEvalGrader> Testing_Criteria;
126};
127
128USTRUCT(BlueprintType)
130{
131 GENERATED_BODY()
132};
133
134USTRUCT(BlueprintType)
136{
137 GENERATED_BODY()
138
139 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
140 TArray<FEval> Data;
141
142 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
143 FString First_Id;
144
145 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
146 bool Has_More{false};
147
148 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
149 FString Last_Id;
150
151 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
152 FString Object;
153};
154
155USTRUCT(BlueprintType)
157{
158 GENERATED_BODY()
159};
160
161USTRUCT(BlueprintType)
163{
164 GENERATED_BODY()
165};
166
167USTRUCT(BlueprintType)
169{
170 GENERATED_BODY()
171
172 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
173 FOptionalString After;
174
175 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
176 FOptionalInt Limit;
177
178 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
179 FOptionalString Order;
180
181 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
182 FOptionalString Order_By;
183
184 FString ToQuery() const
185 {
186 TArray<FString> Params;
187 if (After.IsSet) Params.Add(FString::Format(TEXT("after={0}"), {After.Value}));
188 if (Limit.IsSet) Params.Add(FString::Format(TEXT("limit={0}"), {FString::FromInt(Limit.Value)}));
189 if (Order.IsSet) Params.Add(FString::Format(TEXT("order={0}"), {Order.Value}));
190 if (Order_By.IsSet) Params.Add(FString::Format(TEXT("order_by={0}"), {Order_By.Value}));
191 return Params.Num() > 0 ? "?" + FString::Join(Params, TEXT("&")) : "";
192 }
193};
194
195USTRUCT(BlueprintType)
197{
198 GENERATED_BODY()
199
200 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
201 FOptionalString Name;
202
203 UPROPERTY(BlueprintReadWrite, Category = "OpenAI")
204 TMap<FString, FString> Metadata;
205};
206
207USTRUCT(BlueprintType)
209{
210 GENERATED_BODY()
211
212 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
213 FString Eval_Id;
214
215 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
216 FString Object;
217
218 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
219 bool Deleted{false};
220};
Definition EvalTypes.h:85
Definition EvalTypes.h:130
Definition EvalTypes.h:209
Definition EvalTypes.h:11
Definition EvalTypes.h:46
Definition EvalTypes.h:103
Definition EvalTypes.h:31
Definition EvalTypes.h:169
Definition EvalTypes.h:136
Definition OpenAIOptional.h:58
Definition OpenAIOptional.h:82
Definition OpenAIOptional.h:34
Definition OpenAIOptional.h:10
Definition EvalTypes.h:157
Definition EvalTypes.h:197
Definition EvalTypes.h:163