# Sphinx-UE4: Speech Recognition Plugin \[Release v1.0\]

**URL:** <https://forums.unrealengine.com/t/sphinx-ue4-speech-recognition-plugin-release-v1-0/69405>\
**Category:** Showcase\
**Tags:** unreal-engine, Showcase, Work-in-Progress\
**Created:** [July 20, 2016, 12:14am UTC](https://forums.unrealengine.com/t/sphinx-ue4-speech-recognition-plugin-release-v1-0/69405 "2016-07-20T00:14:44Z")\
**Posts on this page:** 1\
**Showing post:** 38

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**Author:** ![CHADALAK1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@CHADALAK1](https://forums.unrealengine.com/u/CHADALAK1)\
**Post date:** [August 18, 2021, 12:13am UTC](https://forums.unrealengine.com/t/sphinx-ue4-speech-recognition-plugin-release-v1-0/69405/38 "2021-08-18T00:13:21Z")

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Hi all!

I managed to get this to compile in 4.26.

However,

it seems that setting up the config… doesn’t seem to work.

ps\_init seems to fail creating a ps\_decoder\_t pointer when ingesting it with the config parameters.

```auto
uint32 FSpeechRecognitionWorker::Run() {

	bool initComplete = false;
	while (StopTaskCounter.GetValue() == 0) {

		// loop until we have initialised 
		if (initRequired) {

			if(config)
				ps = ps_init(config); // this fails when applying a config. ps is always null. config is not

			if (!Manager | !ps) {
				ClientMessage(FString(TEXT("Speech Recognition Thread failed to start")));
				return 1;
			}

...

```

Here’s the order of the blueprint initialization of the SpeechRecognizerActor when setting up the config stuff

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/3X/6/f/6fec316ec6e33a0236e359794f9899c432faeb73.png)

Any thoughts on what I’m missing would be excellent ☹

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