This smart plugin will speak whatever you want to speak.
Set the speech rate for whatever you want to speak.
Set the pitch for whatever you want to speak.
Works with dev & shipping builds.
Out-of-the-box Android.
Additional SDK included.
Works with Blueprint-only & source code projects.
Works with Launcher & GitHub UE4 versions.
Setup
Copy this folder to the Plugins folder located in the main path of your project. Enable Speak My Words in Edit -> Plugins -> Augmented Reality -> Speak My Words.
This looks fantastic and I have a good use for it but I can’t get it to load. You say “Binaries compiled for: Unreal Engine 4.18.1” yet the binaries seem to be missing as far as I can tell (“Binaries for the “SpeakMyWords” plugin are missing or incompatible with the current engine version.”).
Am I misunderstanding something? I work entirely with blueprints and have never used Visual Studio so I have no idea how to compile it myself.
I assume, you don’t have Visual Studio installed at all, and you are using launcher version of UE4, in that case it will fail.
I didn’t upload the binaries to the repository assuming that everyone who uses the UE4 will definitely have Visual Studio installed.
So no worries, I will push the binaries today evening.
Its free under Apache License 2.0,you can use it for free and commercial purpose as well, please let me know about your game, I will definitely play.
And thanks for using my plugin.
Thanks mate, this game is really awesome to play.
I will recommend it to friends as well.
Please keep following my github page, I m going to launch some more cool plugins as well.
Also wondering if this works on windows or any other platform accept android? taking my first baby-steps with UE and would like this to work very much!
Got it installed and got a blueprint going but nothing (no sound) happens on my windows machine
I know there are other tts plugins out there but this is the only one with a pitch input which seems awesome!
I know this is an old plugin and probably has very little support (as i can’t find much on it anywhere!) but I installed/compiled it all up and my game runs on my android headset with it - but I can’t seem to get it to actually make any sound!
The init function works and runs (it knows when it’s Android and not) however it doesn’t appear to think it’s initialised using the IsSpeakingInitialized() function.
If anyone has got this working I’d love a bit of guidance! Thanks!
Edit: Correction it is initialised, but it just doesn’t make any sound!
@Sarethh
I’ve gotten it to compile - you need to have the full engine code available as with any other plugin to get it to compile. Just add “Modules/” at the front of the ModuleManager.h include.
Just make sure the system you’re using allows you permissions to access it (which the Quest/Quest 2 doesn’t appear to have).