Anyone get oculus OVR LipSync plugin working in UE5?

Hi, can you share it with me? Still cant get it to proper work in 5.3.1

Hi, what is your email? I will sent download link. You need for Windows?

igozhar@gmail.com For windows pls, thx!

For everyone who wants this, PDDDDDDDDDDD123 gave me the right to push it to github

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thanks and very apreciated!! @Elertil1 & PDDDDDDDDDDD123

Hey!

I have been trying for a few hours and with your shared version I can open the project, all seems ok, but I can’t make the sample move the face with the real-time audio input.

I added other sound components, to test if my mic was making sound into unreal, it was ok. I move the plugin to another project with the right visemes on the face to animate, but it also does not work.

Checking the Oculus documentation and also ReadyPlayerMe avatar, which has some guidance on this.

But no idea what I’m missing here but I can’t make even the sample case to be animated with my mic as input.

Shall this sample project work just out of the box or any idea about what can I am missing something here? maybe I need other software from Oculus?

thanks in advance!

Hi,

Does someone has made it work on the real time version?

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hi, did you achieve it

No, I haven’t, sorry

Hello, guys! I can’t get it work.

  1. I added ‘SoundWave->LoadingBehavior = ESoundWaveLoadingBehavior::ForceInline;’
  2. I added ‘AndroidPermission’
  3. I set '‘Force Inline’ to my WAV file (file size is normal, at least not the same for different audio files)
  4. I tried 5.3.2, 5.2.1, 5.1.1

I am still getting visemes zeroes. The only 1.0 at index 0 after audio is being played.
I am also seeing the following error after “Generate LipSyncSequence” command: “Failed to process frame: -2202” and “Can’t initialize ovrLipSync: -2204”

Do you have any suggestions? It’s killing me…

UPD

I placed the OVR plugin into my project folder, not engine… and it works perfectly now…

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I’m checking again on this topic, not sure if someone has been lucky with the real-time / LiveCapture option. I have tried to print the laughter score on the tick and I only got 0s

or any other idea about animating faces for social VR?

UE 5.3.2

I already used this plugin like a year ago with a previous version of UE but now I can’t get it working for a current project for some reason :frowning:

The On Visemes Ready event is never fired

On Visemes Ready

The plugin is in the projects Plugins folder
OVRLipSyncPlaybackActor is present on the blueprint

Any one got it working with 5.3.2? Did anyone experience similar problem or does have any suggestion what could be the problem?

Hi all, sorry for late response, my plugin work UE5.3

I also have the same issue where the Visemes value returns 0 when running on 5.3.2. Were you able to find a solution?

Does anyone have instructions on how to get this to work with UE5.4.x?
I’ve looked everywhere but most information are either many years old or for UE5.1 and such.

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