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!

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.”

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

Has Anyone found a solution yet?

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



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



There is another node you can use which is to animate it from a .wav file.

Which worked for me (also using elevenlabs)

Thanks for your answer.

Sorry i don’t understand, how can you use Eleven labs with “animate character from Wav File” if you don’t have a Wav file?
Because Eleven Labs doesn’t give you a “Wav file”, am i wrong? Can you share your blueprint please?

Thanks again for your time!

You should get pcm data from eleven labs. Then convert it to a wav file.

Hi, I have the same trouble but with Convai… i can catch internal sound within engine into Sound Wave, but the same error appear when trying to animate character with ACE((
Снимок экрана 2024-12-10 193631

I even can’t find the node “Set Sound Wave Loading Behavior”. It’s a part of what? don’t know if I need it, if it’s not working too…
UE 5.3
ACE 2.3.0

I found a workaround, i set the WAV inside a file.wav file and everytime i override it with the next WAV taken from Eleven Labs.

Then i use the plugin ACE and i give it the file.wav and it works fine.

Hi, i wrote the node SetLoadingBehaviour in C++ to do some tests but nothing worked, so i did the workaround and now works.