Update memory: document confirmed UE 5.5 API patterns and plugin compile status
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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- Settings object: `UCLASS(config=Engine, defaultconfig)` inheriting `UObject`, registered via `ISettingsModule`
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- Settings object: `UCLASS(config=Engine, defaultconfig)` inheriting `UObject`, registered via `ISettingsModule`
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- Module startup: `NewObject<USettings>(..., RF_Standalone)` + `AddToRoot()`
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- Module startup: `NewObject<USettings>(..., RF_Standalone)` + `AddToRoot()`
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- WebSocket: `FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), Headers)`
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- WebSocket: `FWebSocketsModule::Get().CreateWebSocket(URL, TEXT(""), Headers)`
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- Audio capture: `Audio::FAudioCapture` from the `AudioCapture` module
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- `WebSockets` is a **module** (Build.cs only) — NOT a plugin, don't put it in `.uplugin`
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- Audio capture: `Audio::FAudioCapture::OpenAudioCaptureStream()` (UE 5.3+, replaces deprecated `OpenCaptureStream`)
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- `AudioCapture` IS a plugin — declare it in `.uplugin` Plugins array
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- Callback type: `FOnAudioCaptureFunction` = `TFunction<void(const void*, int32, int32, int32, double, bool)>`
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- Cast `const void*` to `const float*` inside — device sends float32 interleaved
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- Procedural audio playback: `USoundWaveProcedural` + `OnSoundWaveProceduralUnderflow` delegate
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- Procedural audio playback: `USoundWaveProcedural` + `OnSoundWaveProceduralUnderflow` delegate
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- Audio capture callbacks arrive on a **background thread** — always marshal to game thread with `AsyncTask(ENamedThreads::GameThread, ...)`
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- Audio capture callbacks arrive on a **background thread** — always marshal to game thread with `AsyncTask(ENamedThreads::GameThread, ...)`
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- Resample mic audio to **16000 Hz mono** before sending to ElevenLabs
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- Resample mic audio to **16000 Hz mono** before sending to ElevenLabs
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- `TArray::RemoveAt(idx, count, EAllowShrinking::No)` — bool overload deprecated in UE 5.5
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## Plugin Status
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- **PS_AI_Agent_ElevenLabs**: compiles cleanly on UE 5.5 Win64 (verified 2026-02-19)
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