MetaHuman A2F plugin (ACE) error loading behavior UE 5.3

Hi to everyone,

i’m tryng to lipsync my metahuman with ACE plugin:
https://docs.nvidia.com/ace/latest/workflows/kairos/kairos-unreal-plugin.html

i have the “SoundWave” file that is generated by ElevenLabs, and i want to lipsync that wav with my metahuman.

I implemented the ACE plugin but i receive the error:
“LogACERuntime: Error: Couldn’t read USoundWave ImportedSoundWave /Engine/Transient.ImportedSoundWave_0, try setting LoadingBehavior to ForceInline” as you can see in the image.

I implemented the plugin like that:



i tryed to change the “loadingBehaviour” with a custom method on C++ like that:


but at this point i don’t think the problem is the “loadingBehaviour”.

What am i missing?

Thanks!

2 Likes

Hi
I solved the problem this way:

  1. Find the Sound Wave asset you are using
  2. Double-click the Sound Wave asset to open the details.
  3. Under the “Loading” category, change the “Loading Behavior Override” option to “ForceInline.”

1 Like

Thanks for the answer!

I can’t find “loading” properties inside my “details panel” if i double click on my sound wave:

Am i misunderstanding something?

hi,

Try the sound Wave file in the content drawer. the audio file ! :slight_smile:

Thanks again for the answer, but i don’t have the audio file, because it is generated by “ElevenLabs”, so i don’t have the “asset” i just have the variable.

Can i create the file based on the variable soundwave?

experiencing the same problem here where im unable to use the sound wave directly from eleven labs tts into a2f

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Has Anyone found a solution yet?

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DId you find a fix for this i am stuck with the same error ):

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loading behavior to forceinline unreal engine

i am also Getting this Error
like i am using audio api from open ai
audio api is working file when i connect with this ACE to generate lip-synced but it’s not working

error
loading behavior to forceinline unreal engine