Hi What is the situation. in the example project UE4Editor-LipsyncTest.dll I get an error.
How it is used. Thanks…
Hi What is the situation. in the example project UE4Editor-LipsyncTest.dll I get an error.
How it is used. Thanks…
is there any way to get this working in 4.19? It works up to 4.18 but there has been a new voice input plug-in in 4.19 which throws the error “**LogVoiceCapture: Warning: Resetting UncompressedAudioBuffer” **when it receives audio input. Thanks
The license (MIT) seems to be in conflict with OVR audio license. Any way we could get an update to that on Github?
The MIT license applies to the UE4 code, the OVR DLL is binary anyway. Other than the DLL, it doesn’t use anything from OVR audio.
I’ll take a look
Hey guys, my version is 100% obsolete now, Oculus has a proper official plugin for UE4 now, download here: https://developer.oculus.com/downloads/package/oculus-lipsync-unreal/
Docs: Not Found | Oculus
I wonder if AI characters can have lipsync… I don’t see anything about it in the docs
Also, since UE4 has no native mic input capture for Android, it’s no use on Go / Quest at this time
Oculus’ version does support pre-computed visemes, yes. With the plugin installed, you get a context menu on SoundWave assets, and then can playback the visemes on the character using their PrecomputedOVRLipSync component (not sure if that’s the actual name, but it does mention it) instead of the microphone version.
ok,but doesn’t work
My hacky version is now outdated because Oculus released their own version of the plugin. Check here: https://developer.oculus.com/documen…ipsync-unreal/