5#include "CoreMinimal.h"
6#include "Provider/OpenAIOptional.h"
7#include "SkillTypes.generated.h"
18 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
21 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
24 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
25 FString Default_Version;
27 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
30 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
31 FString Latest_Version;
33 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
36 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
53 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Required")
62 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Required")
63 FString Default_Version;
71 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
74 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
77 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
80 FString ToQuery()
const
83 if (After.IsSet) Query.Append(
"after=").Append(After.Value).Append(
"&");
84 if (Limit.IsSet) Query.Append(
"limit=").Append(FString::FromInt(Limit.Value)).Append(
"&");
85 if (Order.IsSet) Query.Append(
"order=").Append(Order.Value).Append(
"&");
86 return Query.LeftChop(1);
95 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
96 TArray<FSkillResponse> Data;
98 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
101 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
102 bool Has_More{
false};
104 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
107 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
111USTRUCT(BlueprintType)
116 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
119 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
122 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
130USTRUCT(BlueprintType)
135 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
138 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
141 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
144 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
147 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
150 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
153 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
160USTRUCT(BlueprintType)
165 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Required")
168 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
172USTRUCT(BlueprintType)
177 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
180 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
183 UPROPERTY(BlueprintReadWrite, Category =
"OpenAI | Optional")
186 FString ToQuery()
const
189 if (After.IsSet) Query.Append(
"after=").Append(After.Value).Append(
"&");
190 if (Limit.IsSet) Query.Append(
"limit=").Append(FString::FromInt(Limit.Value)).Append(
"&");
191 if (Order.IsSet) Query.Append(
"order=").Append(Order.Value).Append(
"&");
192 return Query.LeftChop(1);
196USTRUCT(BlueprintType)
201 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
202 TArray<FSkillVersionResponse> Data;
204 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
207 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
208 bool Has_More{
false};
210 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
213 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
217USTRUCT(BlueprintType)
222 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
225 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
228 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
231 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
235USTRUCT(BlueprintType)
240 UPROPERTY(BlueprintReadOnly, Category =
"OpenAI")
Definition SkillTypes.h:46
FString Files
Definition SkillTypes.h:54
Definition SkillTypes.h:162
Definition SkillTypes.h:113
Definition SkillTypes.h:219
Definition SkillTypes.h:174
Definition SkillTypes.h:198
Definition SkillTypes.h:68
Definition SkillTypes.h:92
Definition OpenAIOptional.h:58
Definition OpenAIOptional.h:34
Definition OpenAIOptional.h:10
Definition SkillTypes.h:237
Definition SkillTypes.h:15
Definition SkillTypes.h:132
Definition SkillTypes.h:59