Anyone get oculus OVR LipSync plugin working in UE5?

you can download plugin from github that was placed in this topic (post from nov 2023)

in function DecompressSoundWave (in OVRLipSyncEditorModule.cpp) I changed

if (SoundWave->InitAudioResource(AudioDevice->GetRuntimeFormat(SoundWave)))

to

if (SoundWave->InitAudioResource(SoundWave->GetRuntimeFormat()))

because of error.
and in OVRLipSyncLiveActorComponent.cpp I replaced the default name of device (found this advice somewhere in similar topic)

#define DEFAULT_DEVICE_NAME TEXT(“”)

also I replaced visems array to my skeleton, but not sure is it important

example project you can get from official meta site and regenerate to your project version. one thing to make it compile is described here

and the last thing I have discovered is to make it work in orher project I had to copy logic from demo’s livecaptureblueprint, that is covered by comment “Disable silence detection on Windows”. without this it didn’t work