I’m getting an issue when I build a lipsync file from an audio asset, UE crashes. It didn’t do this in 4.27, so my belief is that some part of OVR LipSync plugin needs to be updated. Some people were talking about it in the comments on THIS youtube video
someone there said they got it working by adding “AndroidPermission” to PublicDependencyModuleNames.AddRange in OVRLipSync.Build.cs
I did just that, but still getting crashes.
Anyone have any luck getting this plugin working in UE5?
I have a temporary solution, you just need to find the picture with the red line and add SoundWave->LoadingBehavior = ESoundWaveLoadingBehavior::ForceInline;
Hope this works for you
it worked like a charm. Thank you so much. As a beginner I am just curious to know how you were able to identify this issue at first place and correctly come to this conclusion. it seems like difficult one to solve.
Hey, so I tried the above.
I’m not getting the crashing as much after adding the fix:
SoundWave->LoadingBehavior = ESoundWaveLoadingBehavior::ForceInline;
But I’m still not getting a proper asset. It will create an empty asset with no values. (And by no values, I mean, 0.0000s for the visemes]
Any ideas? I’m starting from 5.0.1 and never worked with this in earlier versions. The demo project opened fine for me in UE5 with a working OVR audio asset. But I couldn’t make any new ones.
Sorry, you didn’t leave a message under my comment, so I didn’t see it. It can only work on versions above 5.0.2, because 5.0.2 updated the bug about ESoundWaveLoadingBehavior::ForceInline.
You can also set au.editor.ForceAudioNonStreaming=1 in the Editor
So, i have another issue with this plugin and don’t want to open a new topic but, did anyone managed to run a new project, import the plugin and make it work on npcs or player character ? Did i missed a file ?
Hi , im having problems with my wav files as well. They are playing but generate no sound. ( working on mac ). Can i use this solution to fix it ? It started in version 5.2 older version still have sound.