Unreal OpenAI API 1.0.0
Loading...
Searching...
No Matches
SkillTypes.h
1// OpenAI, Copyright LifeEXE. All Rights Reserved.
2
3#pragma once
4
5#include "CoreMinimal.h"
6#include "Provider/OpenAIOptional.h"
7#include "SkillTypes.generated.h"
8
10// SKILLS
12
13USTRUCT(BlueprintType)
15{
16 GENERATED_BODY()
17
18 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
19 FString Id;
20
21 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
22 int32 Created_At{0};
23
24 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
25 FString Default_Version;
26
27 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
28 FString Description;
29
30 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
31 FString Latest_Version;
32
33 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
34 FString Name;
35
36 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
37 FString Object;
38};
39
40using FCreateSkillResponse = FSkillResponse;
41using FRetrieveSkillResponse = FSkillResponse;
42using FUpdateSkillResponse = FSkillResponse;
43
44USTRUCT(BlueprintType)
46{
47 GENERATED_BODY()
48
49
53 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
54 FString Files;
55};
56
57USTRUCT(BlueprintType)
59{
60 GENERATED_BODY()
61
62 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
63 FString Default_Version;
64};
65
66USTRUCT(BlueprintType)
68{
69 GENERATED_BODY()
70
71 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
72 FOptionalString After;
73
74 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
75 FOptionalInt Limit;
76
77 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
78 FOptionalString Order;
79
80 FString ToQuery() const
81 {
82 FString Query{"?"};
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);
87 }
88};
89
90USTRUCT(BlueprintType)
92{
93 GENERATED_BODY()
94
95 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
96 TArray<FSkillResponse> Data;
97
98 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
99 FString First_Id;
100
101 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
102 bool Has_More{false};
103
104 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
105 FString Last_Id;
106
107 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
108 FString Object;
109};
110
111USTRUCT(BlueprintType)
113{
114 GENERATED_BODY()
115
116 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
117 FString Id;
118
119 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
120 bool Deleted{false};
121
122 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
123 FString Object;
124};
125
127// VERSIONS
129
130USTRUCT(BlueprintType)
132{
133 GENERATED_BODY()
134
135 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
136 FString Id;
137
138 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
139 int32 Created_At{0};
140
141 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
142 FString Description;
143
144 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
145 FString Name;
146
147 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
148 FString Object;
149
150 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
151 FString Skill_Id;
152
153 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
154 FString Version;
155};
156
157using FCreateSkillVersionResponse = FSkillVersionResponse;
158using FRetrieveSkillVersionResponse = FSkillVersionResponse;
159
160USTRUCT(BlueprintType)
162{
163 GENERATED_BODY()
164
165 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Required")
166 FString Files;
167
168 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
169 FOptionalBool Default;
170};
171
172USTRUCT(BlueprintType)
174{
175 GENERATED_BODY()
176
177 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
178 FOptionalString After;
179
180 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
181 FOptionalInt Limit;
182
183 UPROPERTY(BlueprintReadWrite, Category = "OpenAI | Optional")
184 FOptionalString Order;
185
186 FString ToQuery() const
187 {
188 FString Query{"?"};
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);
193 }
194};
195
196USTRUCT(BlueprintType)
198{
199 GENERATED_BODY()
200
201 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
202 TArray<FSkillVersionResponse> Data;
203
204 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
205 FString First_Id;
206
207 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
208 bool Has_More{false};
209
210 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
211 FString Last_Id;
212
213 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
214 FString Object;
215};
216
217USTRUCT(BlueprintType)
219{
220 GENERATED_BODY()
221
222 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
223 FString Id;
224
225 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
226 bool Deleted{false};
227
228 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
229 FString Object;
230
231 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
232 FString Version;
233};
234
235USTRUCT(BlueprintType)
237{
238 GENERATED_BODY()
239
240 UPROPERTY(BlueprintReadOnly, Category = "OpenAI")
241 TArray<uint8> Bytes;
242};
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