Just a heads up for anyone trying to update the plugin for 5.0: You no longer need to update the references as shown in the video. Instead, for me, at this time (Unreal 5.0.1) you will get an error in the "OVRLipSyncLiveActorComponent.cpp" class. Specifically, it will not be able to find a reference to "AndroidPermissionCallbackProxy.h". I believe this is related to live capture features when using Android devices. Because I am not planning to use this feature, I simply commented out the #include lines for both "AndroidPermissionCallbackProxy.h" as well as "AndroidPermissionFunctionLibrary". After doing this the code compiled successfully. Obviously, if you do plan on using the Android live capture features, you will need to update the reference some other way.
@zonfarentertainment
2 жыл бұрын
Pin this comment!
@kobayz
2 жыл бұрын
I think it's fixed for me by adding "AndroidPermission" to PublicDependencyModuleNames.AddRange in OVRLipSync.Build.cs By the way, many many thanks to @Fractured Fantasy for this amazing work!
@StevenDiLeo
2 жыл бұрын
@@kobayz I tried doing this, and then after re-building I copied the folder in the plugin path to my default unreal installation. UE now loads up just fine and can see the plugin (as before it would not load), however any time I attempt to build a lip sync file from an audio file, it crashes UE. Is this happening for you as well?
@willnigeldejesus6171
Жыл бұрын
Same issue here as well. I tried this and even the forceinline method but it either crashes UE5 when I create lip sync sequence or the sequence created does not generate mouth movement. Help would be appreciated. UE5
@animation_lab
Жыл бұрын
@@willnigeldejesus6171 Did you solve it lip sync sequence does not generate mouth movement?
@EslamBiker
3 жыл бұрын
I'm so glad I got to know your channel 😀
@storyteller_tom
3 жыл бұрын
Thank you for patiently continuing and doing the follow-up videos.
@fracturedfantasy
3 жыл бұрын
Looks like there may have been a change where the Oculus Plugin can now work in 4.27 without having to recompile or use Visual Studio. Per the comments "I just copied the plugins from 4.25 to 4.27, started it up and accepted the rebuilds it was asking for. No need to open Visual Studio at all."
@BoryDev
2 жыл бұрын
Hey thank you for helping with this! I was just wondering if the Live lip sync demo works out of the box for you? The non-live demo with the generated audio works, but the live version with my microphone does not. The documentation sucks and doesn't really explain anything below the surface level so idk if its a me thing or there's extra setup involved I cant tell :(
@user-tu9ox4hj9g
2 жыл бұрын
Does replica provide offline text to speech? In other words did it cost you money per translation as seen when you type "what a great day to be alive" in the text bar.
@Xandra3D
2 жыл бұрын
Hi, I'm really grateful to you for providing this tutorial, it has been a huge help! I just have a question about rebuilding plugins, the error in my script is with "Cannot open source file "Toolkits/AssetEditorManager.h" but when I googled it and checked the API reference as you suggested, the line is exactly the same. Do you have any idea what I should do? Thanks again :)
@fracturedfantasy
2 жыл бұрын
You'll want to ensure the module you are referencing is also included. I think in your case the module is "UnrealEd" . Check out this link, the user had a similar problem and fixed it by adding the correct module answers.unrealengine.com/questions/1016552/view.html. If not, unfortunately I'm not sure, as I didn't run into this issue directly myself.
@Xandra3D
2 жыл бұрын
@@fracturedfantasy Thanks so much for your response! The fix seemed to be because I was using UE5, I needed to check what the line was in the UE5 API rather than the 4.27 one! When I changed the line to "Toolkits/AssetEditorModeManager.h" it worked!
@fracturedfantasy
2 жыл бұрын
@@Xandra3D Awesome, glad you got it! That actually makes a lot of sense. Thanks for sharing. I'll make sure to call that out going forward.
@brylian4966
9 ай бұрын
Needs some help here. It says "missing OVRLipSyncDemo modules : The following modules are missing or built with a different engine version. OVRLipSyncDemo, OVRLipSync, OVRLipSyncEditor. " And i got an Error when i tried to rebuild. "OVRLipSyncDemo could not be compiled. Try rebuilding from source manually." How can i go about doing this? Will appreciate some help here please.
@AiDev4Unreal1337_Ai_Dev
10 ай бұрын
Why not just check your build file for the classes directory errors part in VS? It's quite a simple process to become familiar with as rectifying your module errors.... :) I think everyone should become familiar with the build file to become proficient with Unreal development.
@vanshrana9508
7 ай бұрын
Fantastic!
@MilanJain-y4s
Жыл бұрын
Great tutorial! I'm trying to load the sln files in JetBrains Rider (I'm operating on mac which I don't think supports Visual Studio C++) - but the files are unable to load. It says that it can't find certain files within the "Intermediate" subfolder. Any idea what may be going on here?
@theredcardriver
2 жыл бұрын
Is it possible to blend OVR lip sync with facial animations captured from live link face app ? Thanks for your work !
@fracturedfantasy
2 жыл бұрын
Yes I’ve done exactly that with some experiments. Just use the blend nodes in the anim BP. You can find the different blend nodes here docs.unrealengine.com/4.27/en-US/AnimatingObjects/SkeletalMeshAnimation/NodeReference/Blend/
@theredcardriver
2 жыл бұрын
@@fracturedfantasy Thanks !
@ArtARPreview
Жыл бұрын
I've download the file from your Patreon profile but it it's corrupt, 7z can't be opened! Can you please reupload it?
@royalfalcon2021
Жыл бұрын
For me, There no LipSync movement in the Metahuman but able to hear audio. Don't know what goes wrong. Could somebody can suggest ? I have placed an audio from replica and its lipsequence in the fields as told in the Video.
@johnchuangzzhh
6 ай бұрын
Is there any method (or plugin) to use live streaming audio from microphone to trigger the lipsync instead of using pre-made audio files?
@fracturedfantasy
6 ай бұрын
The occulus plugin does this out of the box. I haven't tested in the most recent versions however.
@johnchuangzzhh
6 ай бұрын
@@fracturedfantasy Thank you mate!I'll try it out .
@royalfalcon2021
Жыл бұрын
I tried to upgrade OVRLipSync plugin like described here 11:39 to Unreal Engine 5 But now I am getting errors for other plugins also
@StevenDiLeo
2 жыл бұрын
After I delete my sln file and switch versions to 4.27, a new sln files is not generated, do you have any idea why that might be? edit: nevermind, I just read your pinned message :P is there any chance you could make a tutorial setting up custom characters using OVR plugin? I've been researching/testing/watching your videos for the past few days nonstop trying to figure out what seems like should be a simple set up. I have a BP made which is identical to the OVR demo, my generated lip sequence loaded, audio loaded, but the model doesn't playback anything :( Double edit : turns out my OVR plug-in doesn't work with it copied into my default UE PLUGIN path. I had to copy the plugin directly to the my projects folder. Weird that'd the only way it works!
@abonetopick
2 жыл бұрын
I got this to work in Unreal 5 and it works wonderfully so far. I can't get the 'Blendshape Names' input to read my custom names however. I tried emulating your setup, rather than using modify curves, I did "set blend shape weight" using the array items, but this didn't work for some reason. Anyone know how to get this tool to use my blendshape names, or do I just have to match theirs? Thanks!
@hansenzhang5799
2 жыл бұрын
hi, why I open OVRLipSyncDemo does nor generate .sln file
@StevenDiLeo
2 жыл бұрын
Any luck getting the OVR plugin to work in UE5?
@GlassesAndCoffeeMugs
2 жыл бұрын
Yes, left a comment above explaining the process
@zonfarentertainment
2 жыл бұрын
@@GlassesAndCoffeeMugs Aweswomeness!! thanks dude
@إسلام-ش7ض
3 жыл бұрын
how can you use this in level sequence ?
@fracturedfantasy
3 жыл бұрын
Best way is to use take recorder to dump to an animation file and then use the animation file in your level sequence.
@琪王-b2e
2 жыл бұрын
Buy your project. Why do I pack out after running only the voice of the character's expression does not move
@fracturedfantasy
2 жыл бұрын
Hi. They work, lots of folks are using them. I'm not sure what pack out means. Are you able to help describe the situation further. If you can I will try to help.
@ryangoodsell7292
3 жыл бұрын
Yasss!!!!!!!!!!!!!!!
@ryangoodsell7292
3 жыл бұрын
Additionally I just copied the plugins from 4.25 to 4.27, started it up and accepted the rebuilds it was asking for. No need to open Visual Studio at all.
@fracturedfantasy
3 жыл бұрын
Thanks! I did notice 4.27 seemed cleaner but wasn’t sure if it was something specific to my setup… 4.26 was a pain originally so I wanted to cover the issues that came up with the include files.. as well I have a c++ integration to process the sequence files in real-time that requires c++ so it may be helpful to some as I release the rest of the series. I’m curious now if 4.26 is as seamless. Perhaps an update was made to either the plugin or in 4.27 that isn’t immediately obvious.
@fracturedfantasy
3 жыл бұрын
@@ChakriChanduMediaWorks using C++, I'm using a customized plugin that will generate the runtime sequence files.
@fracturedfantasy
3 жыл бұрын
@@ChakriChanduMediaWorks Sure. What do you want to know about it? C++ was used to open up the OVR plugin and add additional functions to generate sequence files at runtime and expose a node into Blueprints. The sequence file isn't stored anywhere and just executes and purges.
@musicals2248
Жыл бұрын
Not Working
@fracturedfantasy
Жыл бұрын
Strange it works for me and hundreds of others. Not a great comment to be honest.
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