Browse Source

Fixed System Prompt not loaded when mode changed

master
Tillman Staffen 5 days ago
parent
commit
7217f3931c
  1. BIN
      Unreal/Content/Project/BP/BP_Project_Manager.uasset
  2. BIN
      Unreal/Content/SPIE/BP/Mode/DA_Mode_SPIE_QnA.uasset
  3. 8
      Unreal/Plugins/AvatarCore_AI/Source/AvatarCore_AI/Private/AIBaseManager.cpp
  4. 8
      Unreal/Plugins/AvatarCore_AI/Source/AvatarCore_AI/Public/AIBaseManager.h
  5. BIN
      Unreal/Plugins/AvatarCore_Manager/Content/StateManagement/BP_StateManager.uasset

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Unreal/Content/Project/BP/BP_Project_Manager.uasset (Stored with Git LFS)

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Unreal/Content/SPIE/BP/Mode/DA_Mode_SPIE_QnA.uasset (Stored with Git LFS)

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8
Unreal/Plugins/AvatarCore_AI/Source/AvatarCore_AI/Private/AIBaseManager.cpp

@ -403,6 +403,14 @@ void UAIBaseManager::OnAIResponse(const FString& Chunk, bool IsFinal)
}
}
void UAIBaseManager::AddSystemInstructions(const TArray<FSystemInstruction> SystemInstructions, bool WipeCurrent = true)
{
if (WipeCurrent)
ClearAllSystemInstructios();
CurrentConfig->SystemPrompts.Append(SystemInstructions);
}
void UAIBaseManager::AddSystemInstruction(const FName Name, const FString NewSystemInstruction, bool AddAsFirst = false)
{
UAIBaseManager::RemoveSystemInstruction(Name);

8
Unreal/Plugins/AvatarCore_AI/Source/AvatarCore_AI/Public/AIBaseManager.h

@ -137,9 +137,15 @@ public:
virtual void OnAIResponse(const FString& Chunk, bool IsFinal);
/**
* Add a new system instruction by name.
* Set system instruction by array.
*/
UFUNCTION(BlueprintCallable, Category = "AvatarCoreAI|System Instruction")
void AddSystemInstructions(const TArray<FSystemInstruction> SystemInstructions, bool WipeCurrent);
/**
* Add a new system instruction by name.
*/
UFUNCTION(BlueprintCallable, Category = "AvatarCoreAI|System Instruction")
void AddSystemInstruction(const FName Name, const FString NewSystemInstruction, bool AddAsFirst);
/**

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Unreal/Plugins/AvatarCore_Manager/Content/StateManagement/BP_StateManager.uasset (Stored with Git LFS)

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